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D&D with checkpoints?!
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<blockquote data-quote="Goonalan" data-source="post: 6044289" data-attributes="member: 16069"><p>Because the game sounds dull, sorry for answering for someone else.</p><p></p><p>I'm a newbie to D&D only been playing/DMing for 33 years and my truth is we started with Monty Haul dungeons at the age of 11- rooms full of gold and magic items and half-a-dozen red dragons which we killed, or tamed, or polymorphed in to buxom wenches.</p><p></p><p>Fast forward 33 years and my players have to fight for their lives more often than not, and for almost no reward- save story, the plot and their characters.</p><p></p><p>And they die.</p><p></p><p>And because death is mostly permanent they get better, or else try things differently, they learn lessons.</p><p></p><p>If players can respawn why make encounters more difficult, why not as a DM change things as the encounters go bad... the cavalry arrives, or else the Dark Lord remembers he has an appointment at the dentist. But make it story...</p><p></p><p>And I get that sometimes the dice go bad for you but that's the game, it's a game of chance- no matter how certain you are your PC is going to win through then the - '1' comes up, or worse still the much feared '1' followed by '1'- I've seen a 12th level Paladin end his days with those two rolls, and we still talk about it to this day (it was in 1993). Or how certain you are that you're all doomed, then- '20', and in the old days with the crits '20' followed '00'- did I tell you about the 3rd Level Illusionist (Hireling) that saved the entire party by killing an Ancient Red Dragon with a plus 1 magical dagger straight between the eyes.</p><p></p><p>Random is great, because anything- anything can happen.</p><p></p><p>Remove death then why not remove the dice... that'd be easier, save you having to keep respawning, get the players to tell you what they rolled.</p><p></p><p>Obviously do your thing, and fair play to you... but make it story rather than a room that says 'safe'.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 6044289, member: 16069"] Because the game sounds dull, sorry for answering for someone else. I'm a newbie to D&D only been playing/DMing for 33 years and my truth is we started with Monty Haul dungeons at the age of 11- rooms full of gold and magic items and half-a-dozen red dragons which we killed, or tamed, or polymorphed in to buxom wenches. Fast forward 33 years and my players have to fight for their lives more often than not, and for almost no reward- save story, the plot and their characters. And they die. And because death is mostly permanent they get better, or else try things differently, they learn lessons. If players can respawn why make encounters more difficult, why not as a DM change things as the encounters go bad... the cavalry arrives, or else the Dark Lord remembers he has an appointment at the dentist. But make it story... And I get that sometimes the dice go bad for you but that's the game, it's a game of chance- no matter how certain you are your PC is going to win through then the - '1' comes up, or worse still the much feared '1' followed by '1'- I've seen a 12th level Paladin end his days with those two rolls, and we still talk about it to this day (it was in 1993). Or how certain you are that you're all doomed, then- '20', and in the old days with the crits '20' followed '00'- did I tell you about the 3rd Level Illusionist (Hireling) that saved the entire party by killing an Ancient Red Dragon with a plus 1 magical dagger straight between the eyes. Random is great, because anything- anything can happen. Remove death then why not remove the dice... that'd be easier, save you having to keep respawning, get the players to tell you what they rolled. Obviously do your thing, and fair play to you... but make it story rather than a room that says 'safe'. [/QUOTE]
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