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Death by Infelicitas - Is it acceptable?
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<blockquote data-quote="Desdichado" data-source="post: 6004294" data-attributes="member: 2205"><p>I don't think it's odd at all. The assumed playstyle of many other games already comes with implicit acceptance or understanding of the lethality expectations, while D&D is, as a kind of "big tent" game system, subject to a lot of personal interpretation on what playstyle really "belongs" to D&D. You don't really see players talking about character death in Cthulhu being outside of their expectations, for example.</p><p></p><p>For the question overall, I don't have a problem with it in theory, but in practice, I'd like to see the application of "save or die" or other similar effects be relatively rare, and be telegraphed in advance somewhat, so that players aren't caught off-guard by it when it is a risk. The thrill of there being some actual risk of death is important to creating a fun environment at the table, but at the same time, if characters <em>actually die</em> with too much frequency, the whole endeavor becomes counterproductive and generally is no longer as fun. Finding the right--and admittedly often fairly narrow--balance between those two competing priorities is one of the reasons why DMing is a more difficult art to do well then a lot of people give it credit for.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 6004294, member: 2205"] I don't think it's odd at all. The assumed playstyle of many other games already comes with implicit acceptance or understanding of the lethality expectations, while D&D is, as a kind of "big tent" game system, subject to a lot of personal interpretation on what playstyle really "belongs" to D&D. You don't really see players talking about character death in Cthulhu being outside of their expectations, for example. For the question overall, I don't have a problem with it in theory, but in practice, I'd like to see the application of "save or die" or other similar effects be relatively rare, and be telegraphed in advance somewhat, so that players aren't caught off-guard by it when it is a risk. The thrill of there being some actual risk of death is important to creating a fun environment at the table, but at the same time, if characters [I]actually die[/I] with too much frequency, the whole endeavor becomes counterproductive and generally is no longer as fun. Finding the right--and admittedly often fairly narrow--balance between those two competing priorities is one of the reasons why DMing is a more difficult art to do well then a lot of people give it credit for. [/QUOTE]
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