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<blockquote data-quote="DEFCON 1" data-source="post: 8135453" data-attributes="member: 7006"><p>The point is simple. The random element produces random events. I don't choose results because the randomness can potentially produce more interesting and exciting events that whatever I might come up with on my own.</p><p></p><p>And I never worry about "accidentally" killing PCs, because the PCs at my table are never killed accidentally. First off, because once the party reaches 5th level invariably there is someone in the party with a method for raising said person from the dead. Secondly... if someone just happens to drop to 0 and fail 3 death saves on some random, undramatic fight... there will usually be a way that I incorporate that scenario into the narrative to actually give it meaning. My player's PCs just don't die and then disappear from the narrative (unless of course the player <em>wanted</em> to make a new character, but that hasn't happened yet.) That sort of "You lose, start over" idea I threw out with AD&D because it is narratively unsatisfying to both myself and my players. If someone dies (either accidentally or because I went ahead and killed them via attacking them while unconscious for auto-death save fails)... their death will get incorporated into the narrative in some form or fashion.</p><p></p><p>Other people who play D&D combat like it's a board game to win or lose would absolutely say "Your character's dead, make a new one"... and for those tables I say great! If it works for you and your players, more power to you! But that's not my table. Because as people have heard me hit the drum here repeatedly... I care much more about the story than about the mechanics. The mechanics are there to provide interesting and variable events to play out, but are not the end all and be all of the game.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8135453, member: 7006"] The point is simple. The random element produces random events. I don't choose results because the randomness can potentially produce more interesting and exciting events that whatever I might come up with on my own. And I never worry about "accidentally" killing PCs, because the PCs at my table are never killed accidentally. First off, because once the party reaches 5th level invariably there is someone in the party with a method for raising said person from the dead. Secondly... if someone just happens to drop to 0 and fail 3 death saves on some random, undramatic fight... there will usually be a way that I incorporate that scenario into the narrative to actually give it meaning. My player's PCs just don't die and then disappear from the narrative (unless of course the player [I]wanted[/I] to make a new character, but that hasn't happened yet.) That sort of "You lose, start over" idea I threw out with AD&D because it is narratively unsatisfying to both myself and my players. If someone dies (either accidentally or because I went ahead and killed them via attacking them while unconscious for auto-death save fails)... their death will get incorporated into the narrative in some form or fashion. Other people who play D&D combat like it's a board game to win or lose would absolutely say "Your character's dead, make a new one"... and for those tables I say great! If it works for you and your players, more power to you! But that's not my table. Because as people have heard me hit the drum here repeatedly... I care much more about the story than about the mechanics. The mechanics are there to provide interesting and variable events to play out, but are not the end all and be all of the game. [/QUOTE]
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