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General Tabletop Discussion
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Do PCs at your table have script immunity?
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<blockquote data-quote="Plaguescarred" data-source="post: 8476762" data-attributes="member: 6701422"><p>To my eyes in D&D PCs can die for any reason, be it foolishness, back luck etc. I am not a killer DM, nor will i hold punches. They have chances to reverse it as they get access to spells, magic items or NPCs. The spell <em>Revivify</em> makes death in 5E must less likely once a party get access to it. It doesn't make them unkilleable, but the most common deaths resulting in combat can be avoided.</p><p></p><p>As in anything, too much or too little of something can diminish the weight of consequences. The grittyness aspect of a campaign should first be discussed in session 0 to lay down expectations. To me, what's important is the threat of death, more than death itself. If i can put combat encounters or trap challenges togheter, and make them feel the stress of death, then i have succeded, wether a character dies or not.</p><p></p><p>If characters never come close to die, they won't feel that threatened and if they die too easily, they'll feel like character investment becomes trivial since they don't survive or last long enought. </p><p></p><p>Striking a good balance is thus crucial to me.</p></blockquote><p></p>
[QUOTE="Plaguescarred, post: 8476762, member: 6701422"] To my eyes in D&D PCs can die for any reason, be it foolishness, back luck etc. I am not a killer DM, nor will i hold punches. They have chances to reverse it as they get access to spells, magic items or NPCs. The spell [I]Revivify[/I] makes death in 5E must less likely once a party get access to it. It doesn't make them unkilleable, but the most common deaths resulting in combat can be avoided. As in anything, too much or too little of something can diminish the weight of consequences. The grittyness aspect of a campaign should first be discussed in session 0 to lay down expectations. To me, what's important is the threat of death, more than death itself. If i can put combat encounters or trap challenges togheter, and make them feel the stress of death, then i have succeded, wether a character dies or not. If characters never come close to die, they won't feel that threatened and if they die too easily, they'll feel like character investment becomes trivial since they don't survive or last long enought. Striking a good balance is thus crucial to me. [/QUOTE]
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Do PCs at your table have script immunity?
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