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General Tabletop Discussion
D&D Older Editions
Hitting "reset": A counterpoint to "gritty" 4e
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<blockquote data-quote="shilsen" data-source="post: 3978471" data-attributes="member: 198"><p>Very interesting idea. I haven't done the same thing, but I have tried to achieve the same ends as your group. I don't like easy acccess to resurrection magic and I don't like losing PCs, since the campaign is very heavily driven by PC choice and background. So I've essentially taken PC death out of my game, and I've found that it's easy to do that while retaining excitement and tension. </p><p></p><p>The method I use is as follows: PCs get 3 swashbuckling cards (earlier it was 3 action points) per session, each of which allows a special benefit. As a group they can also throw in 3 cards when a PC is taken to -10 or below by an attack, spell or effect. Doing so lets the PC survive, at -9 hp and stable. Until the encounter ends, they cannot be revived and can be killed if specifically targeted. </p><p></p><p>These rules make actual PC death very unlikely, and we've only had one in 70 sessions, even though fights IMC tend to be brutal, with a PC needing the "3 card" rule to survive every 2 sessions. It also means that there is unlikely to be a PC death without a TPK. </p><p></p><p>The way I retain excitement and tension in the game is by ensuring that there are many repercussions for group defeat and for individual PCs being dropped. The group may fail to achieve an objective or be unable to prevent enemies from achieving something which is dire for the PCs or the campaign. PCs, especially those who are dropped, may be captured and have horrible things done to them. Valuable equipment and items may be lost. Important NPCs and allies may be killed. Above all, there is the simple matter of PC (and player) ego, which absolutely hates to be beaten, whether death actually occurs or not.</p><p></p><p>So, in short, I think it's very easy to have excitement and tension in the game without PC death. All you need is to have repercussions for PC defeat (as a group and as individuals). That's why I wouldn't use the method that your group plans to, since being able to redo fights till one wins would remove any repercussions for failure. That said, as long as it works for your group, go for it. And when someone tells you your group is "playing D&D wrong," kick him in the nadgers.</p></blockquote><p></p>
[QUOTE="shilsen, post: 3978471, member: 198"] Very interesting idea. I haven't done the same thing, but I have tried to achieve the same ends as your group. I don't like easy acccess to resurrection magic and I don't like losing PCs, since the campaign is very heavily driven by PC choice and background. So I've essentially taken PC death out of my game, and I've found that it's easy to do that while retaining excitement and tension. The method I use is as follows: PCs get 3 swashbuckling cards (earlier it was 3 action points) per session, each of which allows a special benefit. As a group they can also throw in 3 cards when a PC is taken to -10 or below by an attack, spell or effect. Doing so lets the PC survive, at -9 hp and stable. Until the encounter ends, they cannot be revived and can be killed if specifically targeted. These rules make actual PC death very unlikely, and we've only had one in 70 sessions, even though fights IMC tend to be brutal, with a PC needing the "3 card" rule to survive every 2 sessions. It also means that there is unlikely to be a PC death without a TPK. The way I retain excitement and tension in the game is by ensuring that there are many repercussions for group defeat and for individual PCs being dropped. The group may fail to achieve an objective or be unable to prevent enemies from achieving something which is dire for the PCs or the campaign. PCs, especially those who are dropped, may be captured and have horrible things done to them. Valuable equipment and items may be lost. Important NPCs and allies may be killed. Above all, there is the simple matter of PC (and player) ego, which absolutely hates to be beaten, whether death actually occurs or not. So, in short, I think it's very easy to have excitement and tension in the game without PC death. All you need is to have repercussions for PC defeat (as a group and as individuals). That's why I wouldn't use the method that your group plans to, since being able to redo fights till one wins would remove any repercussions for failure. That said, as long as it works for your group, go for it. And when someone tells you your group is "playing D&D wrong," kick him in the nadgers. [/QUOTE]
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Hitting "reset": A counterpoint to "gritty" 4e
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