Editing RPG Lexica:VWX
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;Walking First-Aid Kit, A: A somewhat derisive phrase used to describe a Cleric in D&D, or similar "healer" roles in other combat-heavy games. It can be argued that, whereas the other standard classes of D&D are recognizable and dynamic fantasy archetypes, the Cleric exists mainly for mechanical reasons resulting from how combat and wounding works in the game. Thus, Cleric characters rarely enjoy center stage during the dramatic moments of an adventure. They are vital afterwards to renew the party's hit points, but it can be disappointing for the player who winds up playing something little more important than a baggage handler. | ;Walking First-Aid Kit, A: A somewhat derisive phrase used to describe a Cleric in D&D, or similar "healer" roles in other combat-heavy games. It can be argued that, whereas the other standard classes of D&D are recognizable and dynamic fantasy archetypes, the Cleric exists mainly for mechanical reasons resulting from how combat and wounding works in the game. Thus, Cleric characters rarely enjoy center stage during the dramatic moments of an adventure. They are vital afterwards to renew the party's hit points, but it can be disappointing for the player who winds up playing something little more important than a baggage handler. | ||
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;Whiff factor: The continuous possibility of random failure created by a [[game system]]. The whiff factor varies between game systems; in games where it is too high, the ability for [[player]]s to play in the intended style may be disrupted by the need to continuously allow for random failure. For example, if the players are planning out a commando raid on any enemy installation, they are required to plan for the failure of every action involved, even the most trivial ones. | ;Whiff factor: The continuous possibility of random failure created by a [[game system]]. The whiff factor varies between game systems; in games where it is too high, the ability for [[player]]s to play in the intended style may be disrupted by the need to continuously allow for random failure. For example, if the players are planning out a commando raid on any enemy installation, they are required to plan for the failure of every action involved, even the most trivial ones. | ||
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