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General Tabletop Discussion
*Pathfinder & Starfinder
Death, Dying and Entitlements.
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<blockquote data-quote="Blue" data-source="post: 5559128" data-attributes="member: 20564"><p>Until 4e, I was overly careful. Stupidity or spectacularly bad luck could kill you, and with my group it was usually the latter. Intense character stories, a homebrew low-wealth world that made finding someone (or later getting 5000gp in diamonds) a real challenge, and plots tied around each character.</p><p></p><p>In 4e I'm come to realize that it's really damn hard to kill a character through just bad luck. Because once a PC is under it switched to a different mechanic of death saves that don't care how much you were hurt, and it's really rare to hit minus half HP and die without the death save failures. Also any healing starts at 0. It also rarely has save-or-die issues. Lastly most of the leader classes are good at pulling a group up when things start to go south*.</p><p></p><p>So you can really take off kid gloves without being adversarial and rely on the PCs to be good and smart and pull it off, or fail for their own lack. When on the player side of the screen there's plenty of times I thought it would be a TPK or we were doomed, but we pulled it off. (Well, we did have one TPCapture. but that was earned through stupidity. All of us players missed the hints we were going against a fiery dragon (Volcano dragon to be exact) with a bunch of fire-creatures, and had an opportunity to pick up fire resistance and passed it by.)</p><p></p><p>* I'd rather see a party with a leader that can pull out the bacon if things go south than one who amps when things are going well. With the latter things will go well more often and the DM might amp up challenges to keep things interesting, but when the ramped up challenges start to slide downhill and PCs start dropping, it's hard to reverse the trend.</p></blockquote><p></p>
[QUOTE="Blue, post: 5559128, member: 20564"] Until 4e, I was overly careful. Stupidity or spectacularly bad luck could kill you, and with my group it was usually the latter. Intense character stories, a homebrew low-wealth world that made finding someone (or later getting 5000gp in diamonds) a real challenge, and plots tied around each character. In 4e I'm come to realize that it's really damn hard to kill a character through just bad luck. Because once a PC is under it switched to a different mechanic of death saves that don't care how much you were hurt, and it's really rare to hit minus half HP and die without the death save failures. Also any healing starts at 0. It also rarely has save-or-die issues. Lastly most of the leader classes are good at pulling a group up when things start to go south*. So you can really take off kid gloves without being adversarial and rely on the PCs to be good and smart and pull it off, or fail for their own lack. When on the player side of the screen there's plenty of times I thought it would be a TPK or we were doomed, but we pulled it off. (Well, we did have one TPCapture. but that was earned through stupidity. All of us players missed the hints we were going against a fiery dragon (Volcano dragon to be exact) with a bunch of fire-creatures, and had an opportunity to pick up fire resistance and passed it by.) * I'd rather see a party with a leader that can pull out the bacon if things go south than one who amps when things are going well. With the latter things will go well more often and the DM might amp up challenges to keep things interesting, but when the ramped up challenges start to slide downhill and PCs start dropping, it's hard to reverse the trend. [/QUOTE]
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