overgeeked
Open-World Sandbox
No risk, no rewards.Truth be told... the annoying part for me isn't that my players don't think death can happen and thus take reckless actions knowing it'll work out... it's the few that believe that death is SO likely that their PCs refuse to actually take any risks at all and make their fellow party members do it for them all the time instead. You have an armored tank PC on the table, so the Ranger PC says "Oh good!" and spends all their time hiding and firing at range so that they don't get hurt-- even though they also have a really good AC and almost just as much hit points. But they still think they are a fragile flower and heaven forbid anyone sneaks through the brush to engage them. It's okay that the heavily-armored PC goers to 0 HP almost every fight because they're the only ones taking most of the hits, but you make one attack one the Ranger and suddenly they're all sullen and saying "Well, I'm dead." Sometimes I have to slap some sense into them by saying things like "Hey! Your tank is down and unconscious in the middle of the field and there are still 4 enemies around him. If you don't actually get down there and draw some attacks away from him, they're gonna kill this guy. Get a set of guts and get in there for once in your life, you whiny bastard!"
This kind of thing is where a lot of my disdain for the "winning and losing the board game" comes in... some players just put too much stock in "winning" by keeping their character alive at all costs that makes them do things that narratively don't make sense. They'll let their fellow party members get the crap kicked out of them without problem, so long as they don't get hurt. But as I tell them... if you and your best friend went out looking for a fight and your best friend started losing once you found one... are you REALLY going to run away and hide just because YOU might get hurt? If that's the case then why the hell did you go out looking for a fight in the first place?!?" Either play the narrative, or keep your PC home. Because it's not the other player's jobs to take all the risk while you get the rewards.
When I have to deal with situations like that I just kill the tank. Then the enemy melee fighters go after the ranger. The players learn real quick that they actually have to work as a team or they all die. Most players only need that once or twice before they learn the lesson and stop being so precious. Or they continue being that precious at someone else's table. Either way, that's a win as far as I'm concerned.