Savage Jim
First Post
Ah! See, you've made an assumption that is undeniably bound to lead to misunderstanding: High mortality rate.Herpes Cineplex said:In our group, high character mortality plus low chance of character resurrection eventually equals shallow, disposable characters.
The tactics a group of players will use are bound to be different when "if someone dies we can just bop on down to the local temple" is replaced with "if someone dies they stay dead". The average kick-in-the-door tactics become unviable, replaced by a lot more recon, sneak-n-creep, parlay, bait-and-switch, ambush, and luring the enemy to the battle field of our choosing (and, depending on party alignment, assassination).
As such, the "intensity" I'm refering to is the excitement and anticipation felt when waiting to see if a plan worked, or if our intelligence was correct, or if the foe will fall for the ruse. There is also an increased intensity to the game when such conditions cannot be achieved and combat occurs when/where the foe has the advantage of terrain, numbers, and circumstance.
In the end, permanent fatality occurs about as often as it would with standard death-cure availability; it's simply the "mostly dead" experiences that are removed from the game. And that certainly doesn't reduce the quality of the game.
