Do we coddle new Players?

I dont think theres a coddling of NEW players. Of course new players should be eased into any new game until they fully understand the rules. I think the problem that lead to these coddling questions is the perceived coddling of ALL players. The lack of PC death.

And I do agree that between Basic Red Box and now, there has been an overall push towards avoiding player deaths. Its impossible to gauge, as we didnt have the internet to trade stories on that long ago, but this is how many people feel.

So heres my question...if there isnt a fear of death, how are the heroics FUN?
The more daring my character is , the more impressive the monster I'm fighting, if there's no real DANGER, I dont see the point.
Even in video games, where you have endless lives... its still an inconvenience to die and have to start over from some previous point.
The feeling of accomplishment is directly related to the difficulty of the challenge.

The game I play in, is run by a DM who very much prevents character death.
He tries to keep track of our characters hit points, so monsters suddenly miss a lot or don't critical or switch opponents for no reason if one of us is about to die.
Whenever I catch him doing this, it breaks my suspension of disbelief in the game.

One night we played a ONE-SESSION game and in the climactic battle I just went all out. Never asked for healing. The barbarian died. The DM was all shocked and asked why I didnt ask for help or say I only had a few hit points left.
I told him it was because THIS character would do no such thing in the middle of a battle.
But even at the end of a one-time-only game, he had problems being responsible for character death.

The game I run, I told the players from the beginning that there would be consquences to actions and I was going to let the dice roll where they may.
They had one or two near death experiences in the first adventure, and then two deaths in the second adventure. One from unlucky dice, and one from tactical stupidity. When the first death happened, they were all surprised that I let it.
(I gave them a few rounds to cross the precarious rope bridge, one character dallied too long, by the time he started to cross, the orcs were chopping it down. He got a balance check, and a reflex save, failed both miserably. A warning and two die rolls to escape death is enough. )

Since then, they've been much more careful. They FEEL the danger, so combat becomes much more exciting. And they know it MIGHT happen at any time, so they are prepared to play a new character, or lose a level if it happens.

Any player that's never seen the consequence side of their actions, or the danger part of their heroics IS missing something.

Every single person here would agree that if a PC is very rude and insulting, and offends the wrong person, he would have to face the consequences and be punished in some way.

So if the PCs always end up in combat, why shouldnt they sometimes lose and/or die?
 

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Psychic Warrior said:
Define 'challenging'. I think my players would say that I run a very challenging game with lots of combat and tense NPC interaction (they recently played mediator between 3 warring factions and brokered a peace out of it!) but I try not to kill PCs. That is not to say that it hasn't happened. 3 PCs have died so far only one of which came back. This is in about 2 years of gaming. Is that coddling? I probably could have had more PC deaths if I had had some monsters fight smarter.

Challenging. Not being a cake walk. Not easy.

No DM should go out of their way to kill the PC's. Thats wrong. But PC's should encounter traps, monsters, NPC's and the like that should give them pause for thought. I don't mean that in a unbalanced way (way high CR's and EL's), but there should be a good chance of injury and death if they don't think or use good tactics.

Did I say you coddled? No. I said that from my perspective there are a lot of posters to these boards who I see as doing that from their posts. Admittidly I do only have their posts to go by.

Were your monsters smarter than you played them in combat? If yes, then that could be construded as coddling or going easy on them. If they were as smart as you played them, then you did it right.
 

DragonLancer said:
but there should be a good chance of injury and death if they don't think or use good tactics.

Define good tactics. The only "tactics" that prevent dying from a lucky crit are A. not getting into physical confrontations at all and B. assassinating everything before it gets a chance to act. "A" results in either a game of a much different genre than most people are interested in playing or in no game at all, while "B" results in a game that is both not challenging from a tactical standpoint and results in character types that many people are not interested in playing.
 

stevelabny said:
So heres my question...if there isnt a fear of death, how are the heroics FUN?

I enjoyed the heroics in Pirates of the Carribian without ever thinking for a second that any of the "good guy" characters would actually die (in a permanent sort of way).
 

apesamongus said:
Define good tactics. The only "tactics" that prevent dying from a lucky crit are A. not getting into physical confrontations at all and B. assassinating everything before it gets a chance to act. "A" results in either a game of a much different genre than most people are interested in playing or in no game at all, while "B" results in a game that is both not challenging from a tactical standpoint and results in character types that many people are not interested in playing.

You shouldn't need me to define decent tactics for you.

Its my experience that just running in against superior or larger foes tends to be bad tactics, often resulting in death or near-death for at least one PC.

Where as use of cover, flanking, missile coverage, height advantage...etc, what most do, is good tactics.

Common sense stuff.
 

DragonLancer said:
You shouldn't need me to define decent tactics for you.

Its my experience that just running in against superior or larger foes tends to be bad tactics, often resulting in death or near-death for at least one PC.

Where as use of cover, flanking, missile coverage, height advantage...etc, what most do, is good tactics.

Common sense stuff.


All of which helps not at all against a 'lucky crit.' Read what he posted.

The Auld Grump
 

TheAuldGrump said:
All of which helps not at all against a 'lucky crit.' Read what he posted.

The Auld Grump

And if the monster gets a lucky critical, then the PC should die.

I tell my players they are not allowed to speak their hp, they arn't allowed to infer it to me, although they can yell out that they need healing, or others can ask what they look like (in character assessment). I don't know the numbers, so I am incapable of fudging damage so they narrowly escape death even if I wanted, and they know it.

Tactics do help against lucky criticals though. They keep you from dying from them because you arn't as bad off as you would be without them. If you use good tactics you either 1) won't be near the enemy for that attack to occur or 2) will have more hp than you would if you used poor tactics. Saying that good tactics won't help against a critical roll against you is simply untrue. You are better prepared for it.

For a game to be fun for me, death must happen. You can't simply say "You might die in my campaigns" as a DM; noone will believe it until someone dies. Until that first death, then noone really understands what is at stake. I'm not saying try to kill a PC, but when it happens let the dice fall. My players would not have much fun if they thought I would get sqeemish and pull my punches the second things got difficult. And, I don't see how a game could possibly considered challenging or difficult (combat-wise) if characters coulnd't die when things got hairy.

Now, it is technically counter-productive story-wise for a DM to kill his characters. Last adventure, a barbarian died in a game I ran (luckyly he was raised). I have plans for this barbarian, big ones. I have two sessions at least devoted to what has happened in his villiage since he has been away. But, hey, the PCs can kill villians who I have plans for too, and I don't fudge anything for the BBEG just because I want him to live. I just don't do that for players either. If the plot needs to change, then the plot changes. It might be counter-productive, but if I couldn't handle it, I would hang up the DM hat (not that I actually wear a DM hat, really!).

Losing doesn't always mean dying, though. I like alternatives. Reprocussions that the PCs must face, ways that they have failed in their goals so that now things are harder on them, people are dead, armies have risen, nations have fallen, entire planes fall into Carceri (oh that was a fun one). It's only rarely that they're looking down the mouth of an enemy that has a very real possibility of killing at least one of them no matter what they do. That happens, too, though, because its fun for them.

As for TPKs... well... they happen. Rarely, I think once in the past 4 or so years I've been DMing, and that was due to players drastically misjudging the situation they were in. Poor guys... And if the very next session they had a TPK... well they'd roll up new characters and we'd start a new campaign. It's not that they don't have a connection with their characters and havn't been having a great time fleshing them out and bringing life to them, but they're still just characters. Sometimes at the end of the play, everyone is dead.
 

I don't much like this attitude of "it's bad for players to develop any attachment to their PCs". D&D is/ought to be a roleplaying game (with combat) not a skirmish wargame IMO. Objectively I think the 3e rules are _far_ more lethal to PCs than 1e/2e AD&D ever were. There's no longer any slack in the system; the GM can't put Asmodeus in a 3rd level dungeon and expect the PCs to somehow escape. Heck, he can't even put a _troll_ in a 3rd level dungeon & exxpect the PCs to escape! The game is far more purely Gamist than it ever was before, PC survival & advancement in the default rules is much harder and thus more of a Gamist achievement.
I've found I've _had_ to 'coddle' players/PCs in 3e far more than in 1e/2e if I didn't want TPKs every session.
 

In fact, isn't 3e's obsessive concern with Balance a form of coddling? In 3e the GM is supposed to ensure that PCs meet level-appropriate challenges. 1e/2e were far more Simulationist, with an assumption that eg Wilderness encounter tables were not designed with a party of any particular level in mind but only with a "what lives here" approach, nothing to stop the low-level party running into 300 orcs or 1d4 random-age red dragons. I once saw a party of 3 characters all over 20th level (1 PC 2 NPC) wiped out by a random mountain encounter with a flight of red dragons - "20" on the d8+d12 encounter table, 3 on the d4 for number of dragons, AIR "7 8 8" on the d8 rolls for age of the dragons... :) - mind you this occurred once in many hundred hours of play and the PC was a quasi-deity so I wasn't inclined to fudge the rolls.
 

In fact, isn't 3e's obsessive concern with Balance a form of coddling? In 3e the GM is supposed to ensure that PCs meet level-appropriate challenges. 1e/2e were far more Simulationist, with an assumption that eg Wilderness encounter tables were not designed with a party of any particular level in mind but only with a "what lives here" approach

New thread on this subject:

http://www.enworld.org/showthread.php?p=2024053#post2024053

Quasqueton
 

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