Sundragon2012
First Post
Here is a question I NEVER in a million years thought I would be posting in a Dungeons and Dragons, heroic fantasy RPing forum such as this. As I come to it, I am still scratching my head that this question can even be asked and that there are those that believe that PCs shouldn't be able to be struck down by an orc's critical hit with his battle axe, a medusa's gaze, an assassin in the night, a disintigration spell effect, a rockslide, a pit trap, or any of a number of what might be construed as "uncool" ways to die.
Now I am going to post a quote demonstrating this position, so that I cannot be asked to bring proofs that some feel this way. This way hopefully the thread will not be derailed by pointless discussions. Here is the quote (I'll only name the poster if he OKs it but trust me he exists):
The question is then if you, gentle reader, feel this way how can D&D present real and relevant deadly risk without in some way allowing for heroes to get accidently wacked just like the mooks? Of course it will happen less often because heroes have better saving throws than mooks, but it will happen.
What options are there really?
1.) Remove all deadly poison effects
2.) Remove all save or die spell effects
3.) Remove all save or petrify effects
4.) Remove all save or polymorph effects (being turned into a bunny rabbit and then being cut in half can be construed as "unfun."
5.) Remove all save or paralyze effects (coup de grace can be unfun)
6.) etc.
In other words this kind of cinematic plot protection would require a fundamental reworking of the way the game is played, which monsters are allowed in a DMs setting, which spells can be cast ("No Elminster, I Mystra have forbidden the researching of spells that would kill outright anyone unable to resist its effects.") and IMO it would dramatically diminish the heroes roles as heroes and instead presume to keep them alive while they go wading through entire tribes of orcs with the potential for death only coming once the face the orc chief and his hand picked bodyguards.
Should the "heroes" (I use the term as loosely as possible in this case) get the same experience while benefitting from this plot protection as when they don't? I think in a metagame sense it would be a joke.
IMO this seems entirely unheroic and borders on ludicrous in a game claiming to pit heroes against life and death risks for the sake of great rewards, honor, prestige, etc. I call this plot protection but instead of DMs doing it to favor a pet NPC, some seem to wish the 4e rules to lessen the risk fo death for PCs in situations that are uncinematic or "uncool" (no one gets bragging right about going down in flames from dying in a pool of green slime....distinctly uncool).
I understand that players want their characters to be like the heroes of fantasy fiction and whatnot, but in D&D this is earned through taking real risks, even the risk of dying like a punk because you didn't check for traps. Characters in stories do what they do because they are written that way, there are no dice involved when R.A. Salvatore writes the cool final battle between Drizzt and the BBEG of the novel. There were no dice involved when Conan battled the manifestation of Set.
In D&D there is, like in life, an element of luck to survival and sometimes the hero would have died if the bullet was one inch to the right instead of to the left. In D&D the dice are lady luck and sometimes no matter how good you are, you roll.....DEAD.
Feel free to discuss.
Sundragon
Now I am going to post a quote demonstrating this position, so that I cannot be asked to bring proofs that some feel this way. This way hopefully the thread will not be derailed by pointless discussions. Here is the quote (I'll only name the poster if he OKs it but trust me he exists):
Regarding death generally,
In my games, character death happens 1) when players screw up, 2) when players choose to accept extreme risks, and 3) in climactic battles. After every death, a player should be able to say something like the following:
1) "Uh, I guess climbing out on the slippery roof to chase the fleeing wizard wasn't such a great idea with all this armor on... So much for Reginald."
2) "GUYS! We totally could have taken that dragon if we'd followed through on the plan! If you go back, maybe you can cut enough of Reginald out of the dragon's stomach to resurrect. Guys? Guys!"
3) "Its ok. I held the pass long enough for the villagers to escape. Reginald goes to the gods with pride."
4) "Woah! That was some fight! We barely won, and Reginald didn't make it!"
The players SHOULDN'T be saying things like this:
1) "Stupid rogues. Stupid coup de gras while I'm asleep in my own home."
2) "Stupid petrification. Stupid medusas disguised as peasants."
3) "Stupid random encounters. Stupid x3 criticals that do all my hit points in one attack. I can't believe he confirmed that! He needed a 19!"
So how should the risk of death be maintained in ordinary encounters where the players haven't screwed up and haven't intentionally accepted unusual levels of risk? How should the dice just rolling badly for you be handled?
The question is then if you, gentle reader, feel this way how can D&D present real and relevant deadly risk without in some way allowing for heroes to get accidently wacked just like the mooks? Of course it will happen less often because heroes have better saving throws than mooks, but it will happen.
What options are there really?
1.) Remove all deadly poison effects
2.) Remove all save or die spell effects
3.) Remove all save or petrify effects
4.) Remove all save or polymorph effects (being turned into a bunny rabbit and then being cut in half can be construed as "unfun."
5.) Remove all save or paralyze effects (coup de grace can be unfun)
6.) etc.
In other words this kind of cinematic plot protection would require a fundamental reworking of the way the game is played, which monsters are allowed in a DMs setting, which spells can be cast ("No Elminster, I Mystra have forbidden the researching of spells that would kill outright anyone unable to resist its effects.") and IMO it would dramatically diminish the heroes roles as heroes and instead presume to keep them alive while they go wading through entire tribes of orcs with the potential for death only coming once the face the orc chief and his hand picked bodyguards.
Should the "heroes" (I use the term as loosely as possible in this case) get the same experience while benefitting from this plot protection as when they don't? I think in a metagame sense it would be a joke.
IMO this seems entirely unheroic and borders on ludicrous in a game claiming to pit heroes against life and death risks for the sake of great rewards, honor, prestige, etc. I call this plot protection but instead of DMs doing it to favor a pet NPC, some seem to wish the 4e rules to lessen the risk fo death for PCs in situations that are uncinematic or "uncool" (no one gets bragging right about going down in flames from dying in a pool of green slime....distinctly uncool).
I understand that players want their characters to be like the heroes of fantasy fiction and whatnot, but in D&D this is earned through taking real risks, even the risk of dying like a punk because you didn't check for traps. Characters in stories do what they do because they are written that way, there are no dice involved when R.A. Salvatore writes the cool final battle between Drizzt and the BBEG of the novel. There were no dice involved when Conan battled the manifestation of Set.
In D&D there is, like in life, an element of luck to survival and sometimes the hero would have died if the bullet was one inch to the right instead of to the left. In D&D the dice are lady luck and sometimes no matter how good you are, you roll.....DEAD.
Feel free to discuss.
Sundragon