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Death penalties - what is too steep?
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<blockquote data-quote="Mark" data-source="post: 628649" data-attributes="member: 5"><p>It's always interesting how these threads seem to break off into smaller discussion groups, isn't it? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I see now what you mean but I do not agree. Firstly because I do not believe that the loss of material goods, or risking of them, is all that heroic. Certainly not in comparison to risking one's life. Besides which, if the new character is generated at an appropriate level not only do they receive material goods in relative worth for their character level, but it isn't just items picked up along the way, it is more likely tailored to their new character. They may well be all the stronger for it.</p><p></p><p></p><p></p><p>I'm not forgetting anything. The problem, IMO, is that you are not separating player from character. The player makes the choice to play a Rogue based on the personal rewards as a player that come with enjoying that role. In this case we have to weigh the player's risks and rewards not the character's risks or reward, IMO. The logistics of playing a Rogue are well known to a player prior to making that choice, or should be explained if there is a concern that the player does not fathom the situation.</p><p></p><p>I am sure that we could take turns citing examples where one class in one situation has advantages over another, but that is not the point. Once we get into the specifics of which classes are chosen and who might or might not be tougher, we have to look at all situations on a case by case basis and can no longer form a policy wherby to govern all situations. It is a no win approach to DMing that merely serves to reduce the effectiveness of the rules, any rules, no matter the system.</p><p></p><p></p><p></p><p>Cool. I was worried I was missing yet another point somehow. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Mark, post: 628649, member: 5"] It's always interesting how these threads seem to break off into smaller discussion groups, isn't it? :) I see now what you mean but I do not agree. Firstly because I do not believe that the loss of material goods, or risking of them, is all that heroic. Certainly not in comparison to risking one's life. Besides which, if the new character is generated at an appropriate level not only do they receive material goods in relative worth for their character level, but it isn't just items picked up along the way, it is more likely tailored to their new character. They may well be all the stronger for it. I'm not forgetting anything. The problem, IMO, is that you are not separating player from character. The player makes the choice to play a Rogue based on the personal rewards as a player that come with enjoying that role. In this case we have to weigh the player's risks and rewards not the character's risks or reward, IMO. The logistics of playing a Rogue are well known to a player prior to making that choice, or should be explained if there is a concern that the player does not fathom the situation. I am sure that we could take turns citing examples where one class in one situation has advantages over another, but that is not the point. Once we get into the specifics of which classes are chosen and who might or might not be tougher, we have to look at all situations on a case by case basis and can no longer form a policy wherby to govern all situations. It is a no win approach to DMing that merely serves to reduce the effectiveness of the rules, any rules, no matter the system. Cool. I was worried I was missing yet another point somehow. ;) [/QUOTE]
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