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Where does the punitive approach to pc death come from?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6528482" data-attributes="member: 6775031"><p>There's one player, in my Pathfinder game, who plays incredibly recklessly because he's always eager to bring in the next character and try out a bunch of new high-level abilities that he doesn't fully understand because he never played the character through the low levels, leading to an increasing spiral of more and more frequent character deaths. If each new character started one level lower than the previous one, there would be far less incentive to do that.</p><p></p><p>Starting at a lower level isn't a punishment, though. At least, it's not <em>intended</em> to be. It's just how things are. You like your character, and you want your character to succeed and reach higher levels, but sometimes you die, and sometimes that death is permanent. So you make a new one, and try to not die next time.</p><p></p><p>If you could just bring in a new character, right where the old one left off, then there would be no sense of accomplishment in reaching high levels. Like one of those old arcade games, where you were trying to get the high score, but you've rigged it to not need quarters and your score carries over between continues.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6528482, member: 6775031"] There's one player, in my Pathfinder game, who plays incredibly recklessly because he's always eager to bring in the next character and try out a bunch of new high-level abilities that he doesn't fully understand because he never played the character through the low levels, leading to an increasing spiral of more and more frequent character deaths. If each new character started one level lower than the previous one, there would be far less incentive to do that. Starting at a lower level isn't a punishment, though. At least, it's not [I]intended[/I] to be. It's just how things are. You like your character, and you want your character to succeed and reach higher levels, but sometimes you die, and sometimes that death is permanent. So you make a new one, and try to not die next time. If you could just bring in a new character, right where the old one left off, then there would be no sense of accomplishment in reaching high levels. Like one of those old arcade games, where you were trying to get the high score, but you've rigged it to not need quarters and your score carries over between continues. [/QUOTE]
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Where does the punitive approach to pc death come from?
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