I agree that there are many other stakes beyond death. But to me, in D&D if death is off the table none of those other stakes mean anything, because you've just destroyed the verisimilitude of the setting and ruined my immersion.
Why? Is your own life meaningless because you aren't at constant risk of death because of smallpox or whatever? Do your achievements lose their significance because you live in an era where most people expect to reach age 70+ where you live?
Further, why do you keep turning this into something WAY more extreme than I've said? I never once said (in this thread) that death should be totally removed. You can go back and check if you like. I have
consistently spoken of ADDING stakes other than death. Of making it so at least SOME of the time, death isn't the focus or is even not very relevant. That doesn't mean it can't or shouldn't appear. It just means it isn't the exclusive focus like you and others have advocated.
I just don't understand how being level drained invalidates anything; the campaign to that point all still happened, and then your PC fell into a nest of weights.
And I don't understand why "we lost everyone we loved, so now we live only for revenge" is invalidated by not dying when the Dark Lady destroys your home city.
Now, if all you're saying is you don't like it, that's fine. Just don't play in games where that sort of thing is featured.
Except the problem is, folks like you and others in this thread demand that death be universal, ever present, and often lurking behind literally every single challenge to an extreme degree; if every single combat doesn't have a major risk of permanent, irrevocable, and (generally) random death, it's apparently enough to completely destroy your experience, so therefore
everyone has to put up with that.
So what's left then? No challenge at all?
Overgeeked, this is a bad-faith argument, and also deeply insulting to anyone disagreeing with your position. Given you have recently shown frustration with such behavior, it is in turn frustrating to see you say this. I would like to respond to any actually serious and respectful argument in this direction you might have, but I would need to know what that argument is first, because right now all I'm seeing is a naked insult.
Think about it like a toolbox. Which is a better toolbox: the toolbox with one tool in it or the toolbox with dozens of tools in it.
The latter. Which is why it's so frustrating that the people who advocate for death to be constant, ever present, random, permanent, and irrevocable act like their toolbox is the one with dozens of tools in it. It isn't. It has one tool, a blunt hammer. Suggesting that we add any other tools to the box gets instant accusations you might be familiar with
Like, "So what's left? No challenge at all?"
It's my experience with almost 40 years of running and playing D&D. It's also my experience with nearly a decade of 5E. In my experience, 5E players don't want challenge. They want easy wins and pats on the back. Never mind they're almost guaranteed to win by default.
This is, again, openly insulting. I find it difficult to engage with your point when you are explicitly mocking me and others who don't share your perspective.
We can't even agree what a "challenge" is, so...you know. That's cool.
Well, it would help if people who prefer ever present character death allowed for the possibility of real, serious, meaningful challenges that don't involve death.
How can trying to win be hostile to any game's premise, first off; and if the DM gets upset by the players advocating for themselves/their characters then that's someone who IMO shouldn't be DMing.
Because it is a social activity. This should be obvious.
If the DM doesn't ban a species and a player decides to play one, the DM is stuck with that and it's his own fault: he didn't get on top of it ahead of time.
Then why are you assuming the DM has not discussed the tone, theme, and overall style of play in advance as well? It is of vital importance that you tell your players the kind of game you're interested in running.
I think the participants would beg to disagree here.
They may disagree all they like. It is a performance, not a sport. No more than Cirque du Soleil is a sport (despite being performance gymnastics, and gymnastics
is a sport.)
When I said "everything is predetermined" I was referring to WWE. That said, one could argue that in editions/systems with very low swinginess and tight math, the GM can set up a combat and have a very very good idea how it's going to go, even to the point of knowing how many rounds it will last. To me, that's both pre-determined and, frankly, kinda boring.
Then you are using the word "pre-determined" to mean things that aren't actually determined in advance, which I find frustrating and difficult to respond to. If the word can be extended to include things that aren't actually determined in advance, but simply have a
likelihood of ending up in an expected way, then the only things that could possibly be "fun" to you are ones where it's totally impossible to know what would happen in advance, at which point we would have deleted the rules entirely and left everything up to a bloody coin flip.
Unless, of course, what you
really mean is that you like having a good idea but not a perfect one...which no system, not even 4e, has ever offered. Which makes it difficult to see what point you're making, when either
all systems or
no systems actually meet the standard you've set.
These two statements are at odds: 1) For something to be challenging there has to be a risk of failure, and; 2) Winning is fun, losing is not.
Firstly, your second statement is flawed. It should be, "Winning is fun,
punishment is not." Failure does not need to mean punishment, hence why people talk about "challenging" vs "punitive." Secondly, there are other forms of failure than character death, and they can be
more impactful than character death. Failure does not need to be
punitive to still sting, and death does not need to be the only form of failure that ultimately matters. There are some things
more valuable than the question of survival.
If you can't lose, there's no challenge.
Death is not the only form of losing, and (PC) death is often less interesting than other forms of loss. "Greater than the death of flesh is the death of hope, the death of dreams. Against this peril we can never surrender."
The Book of G'Quan, Babylon 5.
If you lose, it's no fun.
If you are
punished, it's no fun. Punishment is one form of loss. There are others.
So you have to always win for it to be fun...which means there's no challenge.
You have to never be punished for it to be fun. That is perfectly doable while still offering challenge. Humans do it every single day.
If there's no risk of losing, winning is meaningless.
Sure. But if you break the two implicit assumptions here, namely "loss must result in punishment" and "the only loss with any meaning is character death," a whole world of additional possibilities arises.