Vyvyan Basterd
Adventurer
It's damaged because first it is noncontextual. It's a Shrodinger Law. We can't know if it applies until after we know the game state, and by the time we know the game state it may be too late to apply the law. You fall into the flooding pit trap and drown. Does the law
apply underwater? You are beheaded by a vorpal blade; does the law apply? What about if you are swallowed by a purple worm and digested?
Call me a grognard, but I prefer to use common sense when presented with specific cases.
"Does the law apply underwater?" First, I'm not sure why you insist twisting the context from a rule to a LAW, but I'd ask you: Can a character speak underwater? RAW has no answer. Geuss by your measure you should be pre-prepared a house rule governing speaking underwater. My common sense approach says you can at best let out a very muted gurgle.
"You are beheaded by a vorpal blade; does the law apply?" Can a normal human being speak when their head has been severed? And what version of vorpal sword are you using? Current versions don't actually sever anything. Past version tell you they sever the victim's head, but this actually is in support of the "attacks that kill but cause no hit point loss." And nowhere in the RAW of those past versions does it say losing your head results in death. The game assumes you would use common sense to link the loss of one's head with death.
"What about if you are swallowed by a purple worm and digested?" I'd still allow the final words, but it's unlikely anyone of importance would hear them from the stomach of the worm.
It's damaged secondly because applying the law generally suspends disbelief in the game world. The above cases were apply the law results in ridiculousness are a case in point, but they are generally true of many deaths which we cannot gaurantee will be long and dragging except by applying alot of force to the game. I have a tendency to believe in trusting the dice. If the results aren't what you want, its not the fault of the dice. Either you have the wrong system for what you want, or you've become too committed to a single outcome to let the game breathe and you are acting like a petty tyrant and control freak. If there is only a single outcome that must happen, then stop pretending this is a multiplayer game and write the novel. I think DMs get themselves into big big trouble by asking themselves what they want to happen and fanticizing about how it is going to happen instead of focusing on what is and what the NPC's given the scene framing are going to do. Alot of the best scenes will be the ones you didn't plan for, and in my experience fantasizing too much about getting a particular scene just leads to frustration and disappointment, not only for the DM, but for his players who feel like they are 'doing it wrong'.
Yes, applying a house rule blindly when it doesn't fit the circumstances will result in something that doesn't fit. I'm not writing a houserule for a computer game, I'm writing one for myself.
And in fact, a lot of people in this thread have suggested that the players are seriously 'doing it wrong' by trying to heal the injured person. A lot of people have suggested that those players need to be lectured, set straight, and possibly punished for attempting to 'ruin' the DM's scene. I see that as a potentially problimatic approach to the game. Sometimes it will work, and some players may be ok with taking hints from the DM that things are supposed to work out a certain way and that they shouldn't interfere with the DM's plans, but I wouldn't recommend that as a best practice.
That's why I prefer the, he's already [game condition]dead[/game condition], but tells you one last thing. And letting players know that this is possible in my game world. They know by RAW that their healing magic won't work unless it works on dead people. They even know that bringing a person back from the dead requires willingness of the spirit and may not work. But if they are prepared with a Speak with Dead, different story.
It's damaged thirdly precisely because a 'rule' like that is focusing on what someone outside of the game 'wants' to happen instead of what the characters inside the game actually do. Rules are there for arbitrating out of game propositions and creating in game outcomes. Meta rules tend to work only if the game is to have a very limited scope. As can be seen from my first example, the rule might be fine, if and only if we want to say that are game is very much not about certain things. Saying that your game is about something very narrow - like heroes always get dying monologues - is in fact excluding everything else your game could be about. I generally don't want to narrow my game so much unless its a one shot with characters with a meaning and purpose that is only going to last for 4 hours or so.
So, you apply the rules to everything you determine as DM? Nothing happens "off-screen" without a roll? The characters in the set up enter the screen when the 'last words' NPC is already dead in my setup. You've never framed a scene where the characters come in to find dead townsfolk killed by orcs? Why didn't you give the characters a chance to stop those orcs? My suspension of disbelief is harmed when people act like things can only happen in the game world when the characters are involved.
No purple worms? No beheadings? No dissolved in a pool of acid? No drowning in the briny depths? No screaming out your last soundless breaths in a vacuum trap? No reduced to quivering mindless jelly by a chaos curse? Just dying conversations. Ok, I got it.
Yep, just dying conversations. Twice in two decades justifies trying to ridicule me for suggesting I use a trope you dislike.
I do believe however that everyone can improve their game. And when I start hearing how players are 'bad players' for not likeing a DM cut scene with heavy handed and generous use of DM force, then I'm thinking that those are DM's that could use some advice on how to improve that one area of the their game. I'm not thinking however that they are bad DMs. They might very well be very good DMs; the original poster seems fairly sound and interesting. I just think in this one area he might find his group even happier with his direction if he's less heavy handed.
Agreed. I don't think any non-jokin comment I've made would be heavy-handed, nor do my players feel that I am that way.