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Do we coddle new Players?
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<blockquote data-quote="Kelleris" data-source="post: 2027332" data-attributes="member: 19130"><p>I don't think anyone here's suggesting ignoring the dice. For my part, I get the effect I want by having a very generous disabled/dying range - you're disabled from 0 to the negative of your Con score and dead 10 points after that. I'm considering making it dead 10 + level after, though.</p><p></p><p>And, as I said, the dice help determine when the PCs need to retreat/get knocked out/have to stop for the time being/require assistance. And I don't do dungeon crawls of the sort where you can make sorties into the place until you clear it, so those are all serious penalties for bad luck or bad tactics.</p><p></p><p>I'm really likin' this thread. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> I'm recanting of all those years of not killing people now, which was something I'd always felt a little ashamed of. I like the idea of making sure the sort of failure that usually ends in death has some other plot- or character-based penalty.</p><p></p><p>After all, isn't that really what they're going after with the level/gp costs of being brought back from the dead? And this is the more refined campaign-specific counterpart to that basic idea...</p></blockquote><p></p>
[QUOTE="Kelleris, post: 2027332, member: 19130"] I don't think anyone here's suggesting ignoring the dice. For my part, I get the effect I want by having a very generous disabled/dying range - you're disabled from 0 to the negative of your Con score and dead 10 points after that. I'm considering making it dead 10 + level after, though. And, as I said, the dice help determine when the PCs need to retreat/get knocked out/have to stop for the time being/require assistance. And I don't do dungeon crawls of the sort where you can make sorties into the place until you clear it, so those are all serious penalties for bad luck or bad tactics. I'm really likin' this thread. :p I'm recanting of all those years of not killing people now, which was something I'd always felt a little ashamed of. I like the idea of making sure the sort of failure that usually ends in death has some other plot- or character-based penalty. After all, isn't that really what they're going after with the level/gp costs of being brought back from the dead? And this is the more refined campaign-specific counterpart to that basic idea... [/QUOTE]
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