Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Failing saves is...ok?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sunseeker" data-source="post: 7200062"><p>Without the larger context, neither of us could analyze if any single failed saving throw is the problem. So when threads show up talking about failing saves, I just typically assume they're talking about failing saves <em>on the whole</em> as opposed to a singular instance of "was this failed save fair?"</p><p></p><p></p><p>I think am important point to note here at least about my own DMing is that I <em>drastically</em> cut down on commonly available magic. Players typically cannot go into a town and just start picking up magic items. As someone who plays video games a lot, I find the whole "buying scrolls and drinking potions like cola" to be rather video gamey.</p><p></p><p>As for "nearly impossible", I think that can be accomplished with sufficiently high checks and sufficiently increased dangers upon failure, without having to resort to brick walls. The players WANT to fight the Bad Guy, they don't want to fight the Bad Guy and his army of Minions. Failure might mean their Difficult Task has become Nearly Impossible, as opposed to "Sorry, you don't get to fight this room at all."</p><p></p><p></p><p>No, I would say boss fights are not common in my games either, but that's why I think being able to engage them (even if you risk loss) is so important. The whole arc has built up to this Final Confrontation, don't deny the players that over a couple brick walls. </p><p></p><p></p><p>As I've said in other threads, with 5E I typically run deadly++ encounters. Creating risk is fairly easy in D&D and I don't have a problem with failure. I have a problem with dead ends. I don't see the point. Am I going to fold up the game after the TPK? Am I going to stop playing D&D forever after we lose? Probably not. I'm sure my players are going to want to make new characters and try again. I'm sure we're going to have another session. So, why not skip all the hassle of new characters? DMing only to pack it up when players run into a wall seems not just a little rude to me, so why go there?</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7200062"] Without the larger context, neither of us could analyze if any single failed saving throw is the problem. So when threads show up talking about failing saves, I just typically assume they're talking about failing saves [I]on the whole[/I] as opposed to a singular instance of "was this failed save fair?" I think am important point to note here at least about my own DMing is that I [I]drastically[/I] cut down on commonly available magic. Players typically cannot go into a town and just start picking up magic items. As someone who plays video games a lot, I find the whole "buying scrolls and drinking potions like cola" to be rather video gamey. As for "nearly impossible", I think that can be accomplished with sufficiently high checks and sufficiently increased dangers upon failure, without having to resort to brick walls. The players WANT to fight the Bad Guy, they don't want to fight the Bad Guy and his army of Minions. Failure might mean their Difficult Task has become Nearly Impossible, as opposed to "Sorry, you don't get to fight this room at all." No, I would say boss fights are not common in my games either, but that's why I think being able to engage them (even if you risk loss) is so important. The whole arc has built up to this Final Confrontation, don't deny the players that over a couple brick walls. As I've said in other threads, with 5E I typically run deadly++ encounters. Creating risk is fairly easy in D&D and I don't have a problem with failure. I have a problem with dead ends. I don't see the point. Am I going to fold up the game after the TPK? Am I going to stop playing D&D forever after we lose? Probably not. I'm sure my players are going to want to make new characters and try again. I'm sure we're going to have another session. So, why not skip all the hassle of new characters? DMing only to pack it up when players run into a wall seems not just a little rude to me, so why go there? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Failing saves is...ok?
Top