The point was 'can you lose at D&D?' and it seems we agree that yes, you can. I suggest that anytime your character dies, or you fail to complete an important goal, you have lost/are currently losing. And any time those things are not happening... you are winning. But almost every session will contain inflection points where it is possible to lose, or to start losing. Winning and losing is a constant tension in D&D.And no one said that some clear cases could not be clear win cases, but honestly, do you have to take the extremes to try and make a point ? Because most the cases are certainly not that clear cut. And in the first cas, you had fun, so you won as a player, even though your character lost... as a character!
4e D&D is not rigid, in my experience of it. That seems to be something you're bringing to it.
You are the one who seems to be bringing the rigidity! A dangerous precedent? Some of us call it playing the game.
I can't remember now whether the players generated some effect that allowed the paladin to hang onto Ygorl as he teleported; or whether Ygorl was deliberately holding the paladin to him as he teleported. I know that Ygorl was dragging the paladin through waves of chaos and entropy as he teleported: mechanically attempting Arcana checks to inflict damage.
Part of skilled play is using the fiction - as @Ovinomancer and @Campbell have mentioned.
In the context of 4e D&D at Epic tier, that fiction includes the cosmological context in which the PCs - including a demigod, a Sage of Ages, an Eternal Defender, an Emergent Primordial and a Marshall of Letherna - are operating. Engaging with Ygorl, grappling him, holding onto him - and then trapping him in the Crytsal of Ebon Flame - is what the game is about.
The point was 'can you lose at D&D?' and it seems we agree that yes, you can.
I suggest that anytime your character dies, or you fail to complete an important goal, you have lost/are currently losing.
And any time those things are not happening... you are winning. But almost every session will contain inflection points where it is possible to lose, or to start losing. Winning and losing is a constant tension in D&D.
I definitely agree that losing can still be fun though!
I think it just shows that you have conflated two different things - winning/losing, and having fun/not. These are to a large extent separate axes.You can, if you're not having fun.
Again, not necessarily. You character might have lost something, or not gained it, but did you have fun playing it ? And, most importantly, in most of the cases, it's not binary. Moreover, despite some claims, nothing about this is said anywhere in the rules.
For characters, not for players
Having your character lose can be a lot of fun, it all depends on how it's done indeed, which goes to show that the two are certainly not linked.
No you didn't. You experiences a setback and Soviet Jr. comes in to take the place of his father, carrying on his hopes and dreams.If my character is killed by a random wandering monster without having managed to complete any of their objectives, that is called losing the game. I may have still had fun. I might play again with a new character. I still lost.
No it isn't. The game hasn't ended. Soviet Jr. continues on with that vorpal sword and keeps looking for the eighteen fingered man that killed his father.if my character kills the Dark Lord through luck and clever tactics, and as a result rescues their loved ones, saves the kingdom, gains three levels, and finds a vorpal sword +3... that is called winning the game. The game is literally rewarding me for my efforts and successes.
I don't agree with this. Two sayings apply to your example. First, "Victory was costly." applies very well to a situation where you win a fight, but expend too many resources. Second, "You can win the battle, but lose the war." applies very well to a fight where too many resources cause you to have to turn back and fail the quest.Indeed, moreover, even for individual fights, there is no clear "win/loss" state. First, death of a PC is rarely final, but it can be a drain on resources. Second, maybe the fact was won but too many resources were expanded to continue, so is that a win or a loss ? And I'm not even speaking of cases like when the PCs flee and survive, of win but do not get their hands on the document or rescue the princess.
We don't need rules to tell us that the PCs are capable of winning or losing a fight.So even for the PCs, the Win/Loss conditions are never clear and they certainly do not appear in the rules, whereas the only win condition that appears for players is having fun participating in the story. @Helpful NPC Thom might think this wrong, but it harkens back to the origins of the game, and I've been playing that way since then.
Yes, leveraging the fiction is an example of skillful play, one that coincides with the OSR notion of player skill.You, um, didn't answer the one question I asked.
And you just got done saying that skilled play is different for different games.
This is something I didn't consider. I suppose you are correct. I retract my earlier statements.You're conflating win/loss states for the PCs with win/loss states for the game. They aren't the same. The PCs can win by beating the dragon. The players do not win by defeating the dragon.
I think it just shows that you have conflated two different things - winning/losing, and having fun/not. These are to a large extent separate axes.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.