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General Tabletop Discussion
*Dungeons & Dragons
DM advice: How do you NOT kill your party?
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<blockquote data-quote="iserith" data-source="post: 7400079" data-attributes="member: 97077"><p>Eh, it wouldn't be my cup of tea, but I wouldn't necessarily say it's not D&D.</p><p></p><p></p><p></p><p> [MENTION=6801204]Satyrn[/MENTION] got this.</p><p></p><p></p><p></p><p>By "technical," I'm referring to the techniques the DM uses since how the play experience turns out is so largely dependent on the DM in D&D 5e.</p><p></p><p></p><p></p><p>I look at intended difficulty and actual difficulty as different things since difficulty is modified by player choice and randomness. An encounter intended to be easy might end up being deadly based on what the players do and the result of the dice. That should always be considered a possibility in my view. And if you don't want PCs dying to encounters that are intended to be easy (for example), then making death a possibility, however remote, seems counterproductive. </p><p></p><p></p><p></p><p>My position is that if they can't explain it so that I can figure out a solution, then they need to suck it up. <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>Yeah. I guess if that's not desirable it leads us back around to the beginning: If you're not going to fudge and you're not going to take death off the table, how do you prevent PCs from dying? A rather strange proposition.</p><p></p><p>For my part, you just accept that death happens from time to time. Prepare for it by solving the iteration time issue and set the proper expectations. As long as you're not selling merch and will soon find yourself sitting on 500 T-shirts related to a particular character who just fell into a pit trap and died, you're probably going to be okay.</p></blockquote><p></p>
[QUOTE="iserith, post: 7400079, member: 97077"] Eh, it wouldn't be my cup of tea, but I wouldn't necessarily say it's not D&D. [MENTION=6801204]Satyrn[/MENTION] got this. By "technical," I'm referring to the techniques the DM uses since how the play experience turns out is so largely dependent on the DM in D&D 5e. I look at intended difficulty and actual difficulty as different things since difficulty is modified by player choice and randomness. An encounter intended to be easy might end up being deadly based on what the players do and the result of the dice. That should always be considered a possibility in my view. And if you don't want PCs dying to encounters that are intended to be easy (for example), then making death a possibility, however remote, seems counterproductive. My position is that if they can't explain it so that I can figure out a solution, then they need to suck it up. :) Yeah. I guess if that's not desirable it leads us back around to the beginning: If you're not going to fudge and you're not going to take death off the table, how do you prevent PCs from dying? A rather strange proposition. For my part, you just accept that death happens from time to time. Prepare for it by solving the iteration time issue and set the proper expectations. As long as you're not selling merch and will soon find yourself sitting on 500 T-shirts related to a particular character who just fell into a pit trap and died, you're probably going to be okay. [/QUOTE]
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DM advice: How do you NOT kill your party?
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