The system does not make it the default. Do you know how hard it is to stack the deck that precisely with CR being what it is?There have been people who talked about why making that the default for the system causes problems and how said problems areade worse because it is the default. But I don't think anyone has said that you should not be able to dial down risk as you describe doing here or said that you shouldn't while making that point.
This seems to be a caricaturized rephrasing of what people are saying. Who do you believe is making this point & what post?
The system makes it harder to TPK, for sure, since if people survive the encounter they can get the others back, or if someone drops to 0hp you can get them back up if someone doesn't beat on the body and you've got healing magic on hand.
And no. It's not meant to be a caricature of what people are saying. It's meant to present a broad spectrum of storytelling and gameplay between running the game entirely off the dice rolls to create the story at one end, and running the game with minimal dice impact beyond facilitating the story. I also specifically note how I've played all the way in between.
You know what I find helps with that? Not having the lair of an adult red dragon within walking distance.It's the illusion of risk. If they do something blatantly stupid eg walk into adult red dragon lair low level that's on them.
Short of some really bad dice rolls or high risk derp charge chance of death is remote.
Eh. I find this characterization to be poor. If the chance of death is remote and you want it to be higher, change the deck. Increase the encounter rating, play tactically, and murder your players. I've done that, too.
Particularly in horror games.
If you're doing your 6-8 encounters per day (I surely don't) then mostly medium and a few hard is going to challenge most newbie players.
If you're running closer to 2-4 encounters a day, throw the hard and deadlies. Your players have a limited number of "Strong" resources and a larger number of "Weaker" resources so they can get through a bunch of encounters. But if you're only doing a few (like most) you need to stack the deck against the players so they're dropping their big bombs just to get by, and have less of the 'good stuff' for the next big encounter.
Hell, if you're playing with a group of skilled long-term players with strong tactical mindsets you might need to just -start- on Hard and Deadlies in order to challenge them. But there's always room for more danger if you need it.
Yeah, except I did mention it, specifically, in that post you quoted. And noted that I've played games that run the gamut. And specifically noted that I "have run games" with 0 chance of death, not that I only run games with 0 chance of death.You know, there is a place between "no chance of character death" and "completely random chance simulator". No one seems to bring that up, however. Maybe because extremes are easier to argue against?