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Originally Posted by ExploderWizard So really the "right" way to handle the consequences of failure is really group specific and not something that needs to be addressed in the rules at all. |
Well, by addressing it in some fashion or other the rules can offer better support for some or other style of play.
Quote:
Originally Posted by ExploderWizard I agree with this in principle. That connection and attachment to a beloved character should be more than enough of a penalty for death.
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The trick is achieving that connection with a set of rules that does its best to sever it with mechanics that reinforce the concept of gamism over all. |
In a metagame heavy system like
4e, the mechanics won't deliver connection to the character. Rather, the game assumes that you
already have some sort of aesthetic or emotional stake in the character, and are using the mechanics to play that out in various ways.