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
*Pathfinder & Starfinder
Character Death and GM Force
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="Celebrim" data-source="post: 6197435" data-attributes="member: 4937"><p>I personally feel this is feature of every edition of D&D. We could argue over how tight the rules were and how well the rules matched the stated intention, but certainly in Gygaxian D&D there is an assumption that the experienced DM provides the players directly (by designing encounters appropriate to their level) or indirectly (by clearly delineating the area of the dungeon appropriate to characters of a particular level) with balanced and survivable encounters, and that there is valid level of antagonism between the DM and the party where within the constraints of what is fair the DM is trying to 'win' and playing the monsters intelligently and creatively. Likewise, there exists 'superior play' on the part of the players that leads to their victory and reward, and character death is an outcome accepted within this framework.</p><p></p><p>In my own experience, it's quite possible to create very balanced 3.X or 1e encounters once you have some experience with the rules set. Certainly there is as much knowing how to build a challenging but balanced encounter in any edition of the game that seems to me to be an art - 4e is not an exception to this. In my own experience, where this can go haywire is when the players actions lead to encounters you never would have intended. Almost all of the player deaths that have occurred while I was wearing the hat in the last 20 years have been the result of one or more of the following:</p><p></p><p>a) The party became separated and a small portion of the party ended up in an encounter meant to be challenging for the entire party.</p><p>b) While still engaged with one foe, the party pushed forward into a new location, or fled into a previously unexplored area, or interacted with an unexplored feature of the current environment (opening a sarcophagi for example), thereby triggering an encounter with a second group of foes. </p><p>c) While in the middle of an encounter, party cohesion broke down and one or more members of the party decided to sacrifice other party members in order to ensure their own survival. Often this involves the strategy, "I don't have to run faster than the monster, I just have to run faster than you." Or one or more members of the party while in the middle of an encounter decide to pursue their own ends rather than assist other members of the party, such as collecting treasure while the fight is still underway. </p><p>d) The party gets into an encounter where they lack metagame understanding of the foe (or perhaps false metagame understanding), and becomes confused and paniced, taking wildly inappropriate actions - deliberately switching to weapons which in fact are ineffectual against the monster when their normal weapons are sufficient, not switching to an alternate strategy despite hints their normal attacks are failing to make headway, failing to make an attack at all and in effect perpetually delaying action or otherwise generally taking a wait and see attitude while their allies are in mortal danger, turning non-undead or failing turn undead, choosing to perform spells that offer no immediate benefit, and so forth. Basically, highly suboptimal play as a result of having the resources to win, but not recognizing that they do. This also typically leads to party cohesion breaking down.</p><p></p><p>I've never DMed 4e, but I imagine that the same sort of general issues can occur if the game is played out in an organic fashion. Door A may have a wyvern, and door B a hydra - neither of which is a threat by itself. However, you may find that the PC's having opened door A, convince themselves that opening door B before dealing with the wyvern is a great idea. At that point, you get PC deaths or else you use some sort of DM force to save them - even if it is only strongly hinting that opening door B is a terrible idea.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6197435, member: 4937"] I personally feel this is feature of every edition of D&D. We could argue over how tight the rules were and how well the rules matched the stated intention, but certainly in Gygaxian D&D there is an assumption that the experienced DM provides the players directly (by designing encounters appropriate to their level) or indirectly (by clearly delineating the area of the dungeon appropriate to characters of a particular level) with balanced and survivable encounters, and that there is valid level of antagonism between the DM and the party where within the constraints of what is fair the DM is trying to 'win' and playing the monsters intelligently and creatively. Likewise, there exists 'superior play' on the part of the players that leads to their victory and reward, and character death is an outcome accepted within this framework. In my own experience, it's quite possible to create very balanced 3.X or 1e encounters once you have some experience with the rules set. Certainly there is as much knowing how to build a challenging but balanced encounter in any edition of the game that seems to me to be an art - 4e is not an exception to this. In my own experience, where this can go haywire is when the players actions lead to encounters you never would have intended. Almost all of the player deaths that have occurred while I was wearing the hat in the last 20 years have been the result of one or more of the following: a) The party became separated and a small portion of the party ended up in an encounter meant to be challenging for the entire party. b) While still engaged with one foe, the party pushed forward into a new location, or fled into a previously unexplored area, or interacted with an unexplored feature of the current environment (opening a sarcophagi for example), thereby triggering an encounter with a second group of foes. c) While in the middle of an encounter, party cohesion broke down and one or more members of the party decided to sacrifice other party members in order to ensure their own survival. Often this involves the strategy, "I don't have to run faster than the monster, I just have to run faster than you." Or one or more members of the party while in the middle of an encounter decide to pursue their own ends rather than assist other members of the party, such as collecting treasure while the fight is still underway. d) The party gets into an encounter where they lack metagame understanding of the foe (or perhaps false metagame understanding), and becomes confused and paniced, taking wildly inappropriate actions - deliberately switching to weapons which in fact are ineffectual against the monster when their normal weapons are sufficient, not switching to an alternate strategy despite hints their normal attacks are failing to make headway, failing to make an attack at all and in effect perpetually delaying action or otherwise generally taking a wait and see attitude while their allies are in mortal danger, turning non-undead or failing turn undead, choosing to perform spells that offer no immediate benefit, and so forth. Basically, highly suboptimal play as a result of having the resources to win, but not recognizing that they do. This also typically leads to party cohesion breaking down. I've never DMed 4e, but I imagine that the same sort of general issues can occur if the game is played out in an organic fashion. Door A may have a wyvern, and door B a hydra - neither of which is a threat by itself. However, you may find that the PC's having opened door A, convince themselves that opening door B before dealing with the wyvern is a great idea. At that point, you get PC deaths or else you use some sort of DM force to save them - even if it is only strongly hinting that opening door B is a terrible idea. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Character Death and GM Force
Top