Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Am I doing it wrong?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Syrsuro" data-source="post: 4573620" data-attributes="member: 58162"><p>You're doing it Wrong!</p><p> </p><p>Seriously, it all depends on how much of a stretch it is to keep the players alive and how they feel about it.</p><p> </p><p>The real problem with this is that the players eventually figure it out. </p><p> </p><p>So it all depends on whether you never kill them, but occasionally come close so that they feel as if their survival is due to luck and good play OR you never kill them, even if they do stupid and foolhardy things so that they feel as if their survival is meaningless.</p><p> </p><p>And we can't tell that from your post. But the best solution is to ask your players how they feel about it. Do they feel that the risk is there, but manageable or do they feel that there really is no risk at all? Are they bored by the 'safety' of the world, or do they feel that this frees them to play non-optimal characters and focus on roleplaying? If someone did happen to die now, would they see this as the odds having finally caught up with them, or would they feel as if a DM-player contract had been violated?</p><p> </p><p>In short - you shouldn't be asking us. You should be asking your players.</p><p> </p><p>But my gut reaction is that if you are doing it as obviously as it sounds, you are doing it wrong. I admit - it's hard to kill players, especially under the earlier system when death penalties were harsher than they are in 4E. I've pulled a few punches (I think I counted four times in the last year under 3.5, not yet under 4E) and they were mostly cases where I changed a crit into a non-crit when I knew that the crit would have killed the player (not just knocked him negative). But the characters still went down - they just didn't go down and out. </p><p> </p><p>And no one has died in the last year (both 3.5 and 4E). But they have often come close (I had one player down to his last death save in 4E, forcing three players to coordinate their actions to manage to get a potion from the player at the far side of the room to the downed player and into the player in that last round to save him. For whatever reason that player just <em>cannot</em> manage to roll a death save. Ever.). So although they haven't died yet, the threat of death is always there. (And I, too, often look at my kill ratios back in the days of OD&D/1stAD&D and wonder whether the lack of deaths means I'm being too easy on them. But I think that represents a change in the system/hobby not a change in me alone).</p><p> </p><p>That said:</p><p> </p><p>I'd probably stop changing NPC actions just to keep them alive. The PCs should be doing whatever is most logical for them at the time.</p><p> </p><p>I'd consider beefing up the encounters. Most well balanced groups can easily handle level+1 or level+2 so if you are sticking to encounters of their level, you probably should up it a bit. </p><p> </p><p>I"m not sure what 'not strict enough' means, but generally I try to stick to the intent of the rules and not let the players get away with too much. But at the same time, I am trying to encourage 'out of the box' thinking and the "Say 'Yes, but...'" philosophy. </p><p> </p><p>I wouldn't 'go for the throat' and attack players when they are down. I've told my players that, in general, opponents won't do that although bursts and blasts may still hit them and <em>some </em>opponents may specifically be written to go for downed opponents over living ones (especially animals who try to eat their prey).</p><p> </p><p>And remember - defeat need not mean death. Some opponents may leave the party alive but beaten, captured, looted, etc. This allows you to have your cake (defeat the party) and eat it (the party survives) too. And it can be used as a tie in to future adventures (revenge is a powerful motive).</p><p> </p><p>Carl</p></blockquote><p></p>
[QUOTE="Syrsuro, post: 4573620, member: 58162"] You're doing it Wrong! Seriously, it all depends on how much of a stretch it is to keep the players alive and how they feel about it. The real problem with this is that the players eventually figure it out. So it all depends on whether you never kill them, but occasionally come close so that they feel as if their survival is due to luck and good play OR you never kill them, even if they do stupid and foolhardy things so that they feel as if their survival is meaningless. And we can't tell that from your post. But the best solution is to ask your players how they feel about it. Do they feel that the risk is there, but manageable or do they feel that there really is no risk at all? Are they bored by the 'safety' of the world, or do they feel that this frees them to play non-optimal characters and focus on roleplaying? If someone did happen to die now, would they see this as the odds having finally caught up with them, or would they feel as if a DM-player contract had been violated? In short - you shouldn't be asking us. You should be asking your players. But my gut reaction is that if you are doing it as obviously as it sounds, you are doing it wrong. I admit - it's hard to kill players, especially under the earlier system when death penalties were harsher than they are in 4E. I've pulled a few punches (I think I counted four times in the last year under 3.5, not yet under 4E) and they were mostly cases where I changed a crit into a non-crit when I knew that the crit would have killed the player (not just knocked him negative). But the characters still went down - they just didn't go down and out. And no one has died in the last year (both 3.5 and 4E). But they have often come close (I had one player down to his last death save in 4E, forcing three players to coordinate their actions to manage to get a potion from the player at the far side of the room to the downed player and into the player in that last round to save him. For whatever reason that player just [I]cannot[/I] manage to roll a death save. Ever.). So although they haven't died yet, the threat of death is always there. (And I, too, often look at my kill ratios back in the days of OD&D/1stAD&D and wonder whether the lack of deaths means I'm being too easy on them. But I think that represents a change in the system/hobby not a change in me alone). That said: I'd probably stop changing NPC actions just to keep them alive. The PCs should be doing whatever is most logical for them at the time. I'd consider beefing up the encounters. Most well balanced groups can easily handle level+1 or level+2 so if you are sticking to encounters of their level, you probably should up it a bit. I"m not sure what 'not strict enough' means, but generally I try to stick to the intent of the rules and not let the players get away with too much. But at the same time, I am trying to encourage 'out of the box' thinking and the "Say 'Yes, but...'" philosophy. I wouldn't 'go for the throat' and attack players when they are down. I've told my players that, in general, opponents won't do that although bursts and blasts may still hit them and [I]some [/I]opponents may specifically be written to go for downed opponents over living ones (especially animals who try to eat their prey). And remember - defeat need not mean death. Some opponents may leave the party alive but beaten, captured, looted, etc. This allows you to have your cake (defeat the party) and eat it (the party survives) too. And it can be used as a tie in to future adventures (revenge is a powerful motive). Carl [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Am I doing it wrong?
Top