Yes. That was my intent, not that the PC only dies because of player choices.So, what is intended by "as a result of PLAYER choice"? Is that the same as "characters only die when the player says it's OK"?
Screw that, then. The only choice they have is in not doing stupid things.When I run a RP-heavy campaign, I choose a rule set that offers decent support and tools for that sort of game play. D&D pretty much has none so you are reduced to using DM force for all of it.
That sounds like a rules blunder to me. You can attack to subdue with a melee weapon, and there's no risk of death. The attack just knocks a character unconscious without killing them (they don't have to make death saving throws; they just wake up after 1d4 hours).In our current campaign, the rogue was charmed by a succubus' kiss, and was being a royal pain. So the barb said, "I'm going to knock him unconscious". Well, he forgot that the succubus had already reduced the rogue's max hp from 28 to 14, and he had taken additional damage during the encounter. Was sitting around 5 or 6. When the barb rolled to hit, he critted. Ended up doing 20+ points of damage, killing him. Good idea, rotten execution. Literally.
When I run a RP-heavy campaign, I choose a rule set that offers decent support and tools for that sort of game play. D&D pretty much has none so you are reduced to using DM force for all of it.
When I run a RP-heavy campaign, I choose a rule set that offers decent support and tools for that sort of game play. D&D pretty much has none so you are reduced to using DM force for all of it.
Huh. Guess we've been playing our extremely RP-heavy campaigns all wrong then. I'll have to tell the guys.
Unless of course you want some mechanical reinforcement of RP ... which seems kind of contradictory. Or I'm just completely missing your point which is entirely possible.