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<blockquote data-quote="justanobody" data-source="post: 4566434" data-attributes="member: 70778"><p>Just like a video game. Save right before the big boss fight and enter the next room and die, then reload, and gear up a bit differently or go somewhere else and get supplies, and come back more prepared, etc save and try again to die, wash, rinse, repeat.</p><p></p><p>No memory card exists to allow for that. If there is some way to see the future, then it bypasses, the "save point" aspect, as well does something that takes a single user or worse player, back in time.</p><p></p><p>It is the players knowing what happened the first time, that presents the problem. Somehow that seems to translate to the character actions because of player knowledge, and it is boring to offer mulligans/do-overs on things like entire encounters.</p><p></p><p>You screw up some diplomacy check, because the player got tongue tied or couldn't find the right word, you can try again with the same concept; but a battle just don't cut it, and you must take you "mulligan" prior to the resolution of the attempt.</p><p></p><p>"Is this your final answer?" kind of thing, and then you take what you get from it.</p><p></p><p>So no "save point" from "I walk in the door what do I see?" Then the DM says you fall down a pit and you want to back up. No "save point" for you! Your actions do carry weight, and offering do-overs just removes the chance to make a mistake or fail at anything.</p></blockquote><p></p>
[QUOTE="justanobody, post: 4566434, member: 70778"] Just like a video game. Save right before the big boss fight and enter the next room and die, then reload, and gear up a bit differently or go somewhere else and get supplies, and come back more prepared, etc save and try again to die, wash, rinse, repeat. No memory card exists to allow for that. If there is some way to see the future, then it bypasses, the "save point" aspect, as well does something that takes a single user or worse player, back in time. It is the players knowing what happened the first time, that presents the problem. Somehow that seems to translate to the character actions because of player knowledge, and it is boring to offer mulligans/do-overs on things like entire encounters. You screw up some diplomacy check, because the player got tongue tied or couldn't find the right word, you can try again with the same concept; but a battle just don't cut it, and you must take you "mulligan" prior to the resolution of the attempt. "Is this your final answer?" kind of thing, and then you take what you get from it. So no "save point" from "I walk in the door what do I see?" Then the DM says you fall down a pit and you want to back up. No "save point" for you! Your actions do carry weight, and offering do-overs just removes the chance to make a mistake or fail at anything. [/QUOTE]
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