Crimson Longinus
Legend
Sure, obviously.But it also require the combat in question be under circumstances where capture is what the opponents want. I don't want every potentially deadly fight to work that way.
Sure, obviously.But it also require the combat in question be under circumstances where capture is what the opponents want. I don't want every potentially deadly fight to work that way.
I feel you should probably be using a different system if you're constantly pulling your punches to keep the PCs alive.Fair.
I would say that if you're in a game where the party all hits 0 every 8-10 fights, but the DM never actually kills the party, then the system is pretty lethal but the DM is pulling their punches.
Which is not a bad thing if the group prioritizes narrative continuity.
This statement I feel really makes assumptions about the playstyle everyone should be using.Are we talking just "death" or actual "character is gone permanently from the campaign" effect? Because those are two very different things.
Well, yes. That is why we had to bully at least one of the group into playing a cleric: even a low-level one massively increased our recovery speed.
Characters can make bad decisions or suffer runs of bad luck that will get them killed, and if the group does not have the capability or the DM blocks it, not be brought back.
However a TPK is almost always our fault as DMs. We misjudged the capabilities of our party. What in our head seemed to be clear warning signals weren't expressed as such and so weren't received. We didn't consider the character and motivations of the PCs.
There is generally no permanent character death that is a good thing: just a thing that sometimes happens. TPKs however are almost always a bad thing: they either derail or completely shut down the campaign that we're trying to run.
Not everyone has purchased and is using the 5.5 rules (which at the time of writing are still incomplete).It is interesting the people are still saying the 6-8 encounters as an intended design when they specifically removed that in the 2024 rules and said it was a mistake to include that from the get go. It was not "as intended," it was a mistake.
Sure, but just because WotC does it doesn't make doing it differently any more or less valid. I don't recall a playstyle restriction in this conversation.There are plenty of games that do feature a plot "A". Most WotC 5e adventures, and Paizo adventure paths, depend on that concept, as an example.
Indeed. How can we legitimately talk about anything else?I was talking about my home campaigns only.
That's why I haven't answered the poll. I can't see an an answer that won't be thrown back in my face.When a manufacturing company has a sign saying X days since last accident, do you think their preferred number of accidents is greater than zero?
I mean, this certainly feels like a gotcha competition, not gonna lie.
Maybe for stories, but to me stories are not games.The need to airdrop a New Guy and is still going to blunt and drama that comes from the death.
Not to mention monkey-wrenching anything that character was formerly involved with.
Which is why I don't see the value added by death in stories or game unless it was very carefully planned and executed.
I don't think popularity is a good reason to do much of anything.And think deadly and popular don't go together. I want more death but I'm not a very popular person.