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Death, Dying and Entitlements.
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<blockquote data-quote="Barastrondo" data-source="post: 5559957" data-attributes="member: 3820"><p>I don't believe this at all. There's really no way that anyone can say this truthfully without spending face-to-face time with the specific gaming groups in question and determining that the players are legitimately not enjoying themselves as much as they would be with another system. The argument seems to be based on a lot of misconceptions about how much fun a given group is having with a given system, or about just how much work they're having to put into it to achieve that level of fun. </p><p></p><p>(Or alternately, based on a fairly mean-spirited agenda of trying to exclude people who "don't play right" from calling themselves players of one's Game Of Choice. I'm sure that's not the case here, but any barometer of "entitlement" limited to one group's feelings about their PCs pales next to the entitlement born of expecting other, unrelated gaming groups to adhere to one's personal preferences.)</p><p></p><p></p><p></p><p>That reads like one of those misconceptions. It doesn't take a single house rule to play a low-lethality game of 4e D&D, much less house ruling <em>everything</em>. I think you honestly have to work harder to make 4e a high-lethality game, but that doesn't require house rules either -- all it takes is careful encounter design. </p><p></p><p></p><p></p><p>30 years here, and in my experience playstyles are just really varied, and have always been.The thing that makes a character "irreplaceable," at least to the point where a player would rather not replace them until some sort of closure has been achieved, are the things that make them unique. Some players simply prefer playing characters that are a distinctive experience, and the things that make said character a one-of-a-kind experience are tied into campaign elements that enable tragic consequences other than "roll up a new character" in the first place.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5559957, member: 3820"] I don't believe this at all. There's really no way that anyone can say this truthfully without spending face-to-face time with the specific gaming groups in question and determining that the players are legitimately not enjoying themselves as much as they would be with another system. The argument seems to be based on a lot of misconceptions about how much fun a given group is having with a given system, or about just how much work they're having to put into it to achieve that level of fun. (Or alternately, based on a fairly mean-spirited agenda of trying to exclude people who "don't play right" from calling themselves players of one's Game Of Choice. I'm sure that's not the case here, but any barometer of "entitlement" limited to one group's feelings about their PCs pales next to the entitlement born of expecting other, unrelated gaming groups to adhere to one's personal preferences.) That reads like one of those misconceptions. It doesn't take a single house rule to play a low-lethality game of 4e D&D, much less house ruling [I]everything[/I]. I think you honestly have to work harder to make 4e a high-lethality game, but that doesn't require house rules either -- all it takes is careful encounter design. 30 years here, and in my experience playstyles are just really varied, and have always been.The thing that makes a character "irreplaceable," at least to the point where a player would rather not replace them until some sort of closure has been achieved, are the things that make them unique. Some players simply prefer playing characters that are a distinctive experience, and the things that make said character a one-of-a-kind experience are tied into campaign elements that enable tragic consequences other than "roll up a new character" in the first place. [/QUOTE]
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