Jürgen Hubert said:I'm trying, I'm trying... but in yesterday's session, I ran three combats, two of which were fairly tough in my opinion - but still no PC has died.
I blame the GURPS rules system. Everyone claims it is lethal, but that just doesn't work that way in practice. I mean, how many Skaven assassins do I have to send in before they kill a single PC?
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Flexor the Mighty! said:It all depends on the group. If the players know that the DM will always fudge the rolls to keep them alive most I've encountered will take that as encouragement to act like there is no real danger to the PC's. Becuase there isn't any. I don't want my players to think that poor battle tactics and foolishness are the ways to power and fame by letting them constantly survive situations that should have killed them.
Pielorinho said:
Hmm...I think I look at it differently.
Indiana Jones is always trying insane crap that by all rights oughtta get him killed. He somehow survives it.
Bufy and gang are poor planners a lot of the time, fall for traps all the time, and generally don't work together nearly as well as they could. Character death is really rare on the show.
James Bond engages in absurdly risky stunts and barely pulls them off.
If you're going for a high-adventure feel like these stories, then it's worth fudging to keep the characters alive. And it doesn't really reduce the excitement.
When I watched Raiders of the Lost Ark for the first time, I knew that Indy was going to survive the movie. It didn't make it any less exciting for me.
Similarly, I can enjoy a hair-raising chase, an all-out battle, or a death-defying stunt in a game without wondering whether my PC will survive.
Daniel

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