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Consequence and Reward in RPGs
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<blockquote data-quote="AriochQ" data-source="post: 7716234" data-attributes="member: 6793324"><p>My first thought after reading this post was "Get off my lawn you pesky kids!"</p><p></p><p>But seriously...I have been playing since 1978 and the current version of D&D is much more forgiving. As already discussed, zero HP death and 'save or die' spells have gone away. I don't necessarily view this as a bad thing. IMHO, they were poor game design. Let's look at the 'save or die' mechanic. When combined with the 'auto fail on a 1', it means that you have a 5% chance of dying any time you roll. Anyone who played to higher levels 1st or 2nd ed. will remember that 'save or die' effects became increasingly common. Basically, you were going to roll a '1' (5% chance each time you roll) and die at some point. Is that a good mechanic? I would say no.</p><p></p><p>On the other hand, I agree that the pendulum has veered too far toward 'no risk'. This is especially apparent in Adventurer's League play. Outside AL, individual DM's can tailor their own games to the lethality they desire, so I don't see it as a issue of concern.</p><p></p><p>In short, the OP is probably right regarding lethality/challenge but I don't think it is ever appropriate to tell anyone they are playing D&D wrong.</p></blockquote><p></p>
[QUOTE="AriochQ, post: 7716234, member: 6793324"] My first thought after reading this post was "Get off my lawn you pesky kids!" But seriously...I have been playing since 1978 and the current version of D&D is much more forgiving. As already discussed, zero HP death and 'save or die' spells have gone away. I don't necessarily view this as a bad thing. IMHO, they were poor game design. Let's look at the 'save or die' mechanic. When combined with the 'auto fail on a 1', it means that you have a 5% chance of dying any time you roll. Anyone who played to higher levels 1st or 2nd ed. will remember that 'save or die' effects became increasingly common. Basically, you were going to roll a '1' (5% chance each time you roll) and die at some point. Is that a good mechanic? I would say no. On the other hand, I agree that the pendulum has veered too far toward 'no risk'. This is especially apparent in Adventurer's League play. Outside AL, individual DM's can tailor their own games to the lethality they desire, so I don't see it as a issue of concern. In short, the OP is probably right regarding lethality/challenge but I don't think it is ever appropriate to tell anyone they are playing D&D wrong. [/QUOTE]
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