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D&D with checkpoints?!
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<blockquote data-quote="filthgrinder" data-source="post: 6044331" data-attributes="member: 64984"><p>There is no right or wrong way to play D&D. If you do this, you wont have bad-wrong fun, it'll probably be fun. However, I think you probably don't want to just drop this mechanic into the game without making other adjustments.</p><p></p><p>This "Save/restore" mechanic is very video gamey, so keep that in mind. You'll want to adjust encounters accordingly. There is no problem with this, but just keep in mind that it's not the "Default" or "assumed" way of playing. </p><p></p><p>I think you should bring it in via the story A powerful god/wizard/demon/mind flayer (everybody loves a good mind flayer invasion) traps the party into a death trap dungeon. Everytime they die the evil gains power from their misery, so they are ressurected and forced to run the gauntlet again. The evil overlord intend for this to be an unlimited source of power, and has done it before. Have the party run into another adventuring group who are trapped as well, and have been trapped for centuries. Let the players have fun with it. Then once they conquer the puzzle and escape, they find they are still cursed! Now the fun begins as they try and find out how to "fix" things.</p><p></p><p>It brings in the check points idea, through the story, and then by having each time they "respawn" fuel the big bad guy, they have a reason to avoid it.</p><p></p><p>If it works out, cool, if not, you can stop it at anytime by having the players solve the mystery.</p><p></p><p>If everyone like it, keep it around for a bit. When it's time for a new campaign, everyone likes change, so you can go to the "no checkpoints" variant and see how that works.</p><p></p><p>D&D is fun. It'll be fun if it's high story or hack and slash action rpg. If it's improve acting or video gamey dice rolling. "Add salt to taste"</p></blockquote><p></p>
[QUOTE="filthgrinder, post: 6044331, member: 64984"] There is no right or wrong way to play D&D. If you do this, you wont have bad-wrong fun, it'll probably be fun. However, I think you probably don't want to just drop this mechanic into the game without making other adjustments. This "Save/restore" mechanic is very video gamey, so keep that in mind. You'll want to adjust encounters accordingly. There is no problem with this, but just keep in mind that it's not the "Default" or "assumed" way of playing. I think you should bring it in via the story A powerful god/wizard/demon/mind flayer (everybody loves a good mind flayer invasion) traps the party into a death trap dungeon. Everytime they die the evil gains power from their misery, so they are ressurected and forced to run the gauntlet again. The evil overlord intend for this to be an unlimited source of power, and has done it before. Have the party run into another adventuring group who are trapped as well, and have been trapped for centuries. Let the players have fun with it. Then once they conquer the puzzle and escape, they find they are still cursed! Now the fun begins as they try and find out how to "fix" things. It brings in the check points idea, through the story, and then by having each time they "respawn" fuel the big bad guy, they have a reason to avoid it. If it works out, cool, if not, you can stop it at anytime by having the players solve the mystery. If everyone like it, keep it around for a bit. When it's time for a new campaign, everyone likes change, so you can go to the "no checkpoints" variant and see how that works. D&D is fun. It'll be fun if it's high story or hack and slash action rpg. If it's improve acting or video gamey dice rolling. "Add salt to taste" [/QUOTE]
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