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Death, Dying and Entitlements.
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<blockquote data-quote="I'm A Banana" data-source="post: 5559108" data-attributes="member: 2067"><p>It's a playstyle thing.</p><p></p><p>If your d00ds can die forever easily, they need to be able to re-spawn just as easily (either the same d00d, or a new d00d made up quick like a minute). This demands low character complexity. You won't find that in 4e. </p><p></p><p>If your d00ds are well nigh invincible (the "fall unconscious" or somesuch), you need to be okay with screwing over the rest of the world while they watch. While a good DM will do that in 4e, as it stands, it's not something that there are good mechanics or advice to encourage other than "DO IT, THAT IS ALL."</p><p></p><p>How much do you want the game to be about survival and luck, and how much do you want the game to be about characters and stories? It has trouble being both, since narratives require high character reliability, and games about survival and luck require high character mortality. It's VERY dissonant to split the difference. For your table, at least for your current campaign, you need one. And if it's the former, 4e doesn't do the best job of it. And if it's the latter, 4e could use some improvements. </p><p></p><p>The gripes on each side are just about badwrongfun. Both styles are fun in their own ways, the trouble happens when one expects one of the styles, and gets the other, or when someone expects that D&D only can do one of them.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5559108, member: 2067"] It's a playstyle thing. If your d00ds can die forever easily, they need to be able to re-spawn just as easily (either the same d00d, or a new d00d made up quick like a minute). This demands low character complexity. You won't find that in 4e. If your d00ds are well nigh invincible (the "fall unconscious" or somesuch), you need to be okay with screwing over the rest of the world while they watch. While a good DM will do that in 4e, as it stands, it's not something that there are good mechanics or advice to encourage other than "DO IT, THAT IS ALL." How much do you want the game to be about survival and luck, and how much do you want the game to be about characters and stories? It has trouble being both, since narratives require high character reliability, and games about survival and luck require high character mortality. It's VERY dissonant to split the difference. For your table, at least for your current campaign, you need one. And if it's the former, 4e doesn't do the best job of it. And if it's the latter, 4e could use some improvements. The gripes on each side are just about badwrongfun. Both styles are fun in their own ways, the trouble happens when one expects one of the styles, and gets the other, or when someone expects that D&D only can do one of them. [/QUOTE]
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