Micah Sweet
Level Up & OSR Enthusiast
...I see no problem with that logic.People have fallen tens of thousands of feet and survived so falling out of a Rollercoaster should be a piece of cake!![]()
...I see no problem with that logic.People have fallen tens of thousands of feet and survived so falling out of a Rollercoaster should be a piece of cake!![]()
Are you saying you would run a game like this without telling the players that death has special rules in your campaign?
Yes, D&D combat uses randomness. So does that to you mean permanent death via combat is unacceptable?
Because to me these would imply otherwise. If the PCs decide to ambush a dragon that has been harassing a city, if they decided to travel trough the Caves of Madness that is famous for its deadly undead, then they're choosing the danger.
Huh? Not sure where you are getting that. I'm saying that making sure the combat rules can't kill your PC except under certain circumstances the player gets to choose apply is essentially a houserule (yes, I know the new book has an optional rule for it now. Not the point). Houserules should be made clear to everyone involved in session 0. If they are and the player agreed, they certainly have no right to harass the DM about it, in-game or otherwise.So you are saying that, after hearing and agreeing to the rules of the table, that is when you would act to sabotage the game to prove the superiority of your own style of game?
That's kind of the point though. Going into those places is dangerous. Being an adventurer is dangerous, and logically carries with it the risk of death, because you are going to places and interacting with people and things that logically can kill you. Deciding to do such things is IMO tacitly giving permission for your character to potentially die, so by yours as and @EzekielRaiden 's criteria it should work.They literally never said that, and that goes against everything they have ever said on the subject.
A dragon attacking the city that the PCs choose to fight is clearly not random, not unless you've decided that you are just going to YOLO and have a dragon attack a town randomly, for no reason.
The Caves of Madness point gets a bit harder to parse. Because telling the players "This area is full of deadly monsters and few who have traveled to it have returned" tells them NOTHING. Not a thing. Because that is the exact same description you could have given to the last six places they've been that they cleared out.
Nope. But I've said that seven times now and you still think this is some sort of gotcha. I'm tired of explaining over and over and over and over exactly what the problem is.Yes, D&D combat uses randomness. So does that to you mean permanent death via combat is unacceptable?
Something that has come up in "defense" of fudging is to prevent a stupid, lame death that would ruin a player's enjoyment of the game. I hate fudging and would not ever do it for any reason (well, short of "literally saving a real person's actual life" but I think you get what I mean). Yet I also recognize that a player could, in fact, be put into a situation where a particular result which is remotely possible from the dice, even if unlikely, would be fun-ruining if it actually came to pass. Hence, my preferred solution to the rare times when such a thing actually comes to pass is to prepare, within the fiction ("diegetically", though some quibble that that is exclusively for music), measures by which the PCs can reasonably either:Because to me these would imply otherwise. If the PCs decide to ambush a dragon that has been harassing a city, if they decided to travel trough the Caves of Madness that is famous for its deadly undead, then they're choosing the danger.
Not to throw a wrench into the works, but pretty much every D&D campaign that I've played in has been a roller coaster of a ride.So...we've now determined that if a D&D character falls out of a roller coaster it deserves to die?
Well done, chaps. Carry on...
If the death is random, as in, not because you're tangling with the Dread Ghostbeard who drove the Caves of Madness mad and he captured your soul in his ship's lantern, but because we're in the second combat of the caves and a rando skeleton happened to get back to back to back crits (a 1 in 8000 chance) the turn before you were going to be healed, and you're all level 3 and have no chance of doing anything at all about that death, then yeah, I'm going to have prepared the OPTION for ways to resurrect that character within the fiction, which can be triggered if (AND ONLY IF) the player would prefer to continue playing that character. All of those options will have some kind of cost, permanent consequence, or debt/favor/expectation attached to them. If the player would prefer to let the death stand and play a new character, then the death will stand (and you can be sure I'm going to use it for future stuff.) I absolutely will not force a player to keep playing their character if they would find that distasteful or if it would damage their fun, because the whole point is to prevent damage to the players' fun.
So. Are we done flip flopping between accusing me of deleting all possible stakes and challenge and meaning to turn the game into an eternal automatic win, or claiming that I can't possibly be changing anything whatsoever? Because it would be really really nice for folks to, y'know, actually work with the notion that maybe, possibly, perhaps, I'm actually serious when I say that it is ONLY this one, narrow, uncommon type of death that is actually a problem, and everything else is just fine. Particularly in D&D, where death has been pretty easy for PCs to revoke since at least 3e and possibly earlier.
I think my favorite story of that sort of survival was the guy whose parachute didn't open and he plummeted down, down, down, and landed in a thorn bush. I mean, who do you have to piss off to have your parachute fail to open(fluke #1), fall thousands of feet and survive(fluke #2), and then have it be a thornbush of all things that broke your fall(fluke #3).People have fallen tens of thousands of feet and survived so falling out of a Rollercoaster should be a piece of cake!![]()
Not necessarily "big epic," but certainly something with some meaning to it. As an example, a heroic last stand against hordes of demons so the rest of the party can escape? Awesome. That's a beautiful and well-earned death.I have been mainly trying to decipher what you mean in practice, and I think I might be closer to understanding now. Permanent random death due fighting some basic extras or mooks is not OK, but permanent random death due fighting a big epic boss enemy is OK? Is this about right?
I told them at the start of the game: "If you want to keep playing your character, then I will work with you to make that happen. I won't take your character away just because the dice were crappy at a dumb time. This doesn't mean your characters cannot die ever. But we can talk about it and try to figure something out." I have included the ability for my players to figure out safety measures I have woven into the story, such as the earrings they have which were made for them by their gold dragon ally, Shen. With those earrings, they know that (1) they allow the PCs to communicate, and can be used to "call" Shen to them in dire need; (2) a small part of Shen's soul is invested into them, meaning he is always present with them, but keeps a polite distance (e.g. he's not watching their every move, just has a sense of their current situation unless they communicate with him); and (3) he is grateful for their past assistance and sees them as something between close friends and adopted (adult) children, so he would not let them suffer a cruel fate if he could do something about it. If they were to investigate the magic in the earrings, they would learn that Shen could use them (consuming the magic in the red earring) to resurrect the wearer, but he would need to make new copies if that happened. They have not investigated the earrings and simply accepted them as cool gifts from a powerful friend.Also, do your players know it works like this? Do they know in which fights optional deus ex is available and in which it isn't? How do you communicate this?

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