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<blockquote data-quote="phindar" data-source="post: 4275989" data-attributes="member: 37198"><p>I voted "Normal", but that represents an average of my preferences. My preferred default style is <strong>Gritty</strong>, but I like to have a limited number of karma-based resources (Hero or Action Points) that can stave off death. </p><p></p><p>AE's Hero Points are the best example; a character <em>might</em> have 1 or 2, they are only awarded for doing exceptionally cool things, and they provide a slight "crumple zone" so that the character's first collision isn't fatal. </p><p></p><p>I also like Hero Points to preemptively avoid death, rather than the <em>Raise Dead/Resurrection</em> that bring you back. Death is a little less random, but more likely to be final. (Hero Points also have a neat feature where if you spend one to avoid death, you get a battle scar or lose an eye or a hand, usually player choice but its a nice flavor detail.)</p><p></p><p>This is getting off the subject slightly, but one of the flaws I perceive in D&D is that the default setting for failure is death, which I think takes the game in a lot of directions I don't care for; either by putting the PC's in situations where they can't fail (because the game would stop), or by making death a temporary setback. </p><p></p><p>My real preference is for an extremely gritty game where the PC's have to work hard not to fail, where death is final and irreversible but also reserved for the most story-appropriate moment. (There's a lot of really horrible things that can happen to a PC other than death, all of which can make the game more interesting. The only truly bad consequence is the one that makes you stop playing.)</p></blockquote><p></p>
[QUOTE="phindar, post: 4275989, member: 37198"] I voted "Normal", but that represents an average of my preferences. My preferred default style is [b]Gritty[/b], but I like to have a limited number of karma-based resources (Hero or Action Points) that can stave off death. AE's Hero Points are the best example; a character [i]might[/i] have 1 or 2, they are only awarded for doing exceptionally cool things, and they provide a slight "crumple zone" so that the character's first collision isn't fatal. I also like Hero Points to preemptively avoid death, rather than the [i]Raise Dead/Resurrection[/i] that bring you back. Death is a little less random, but more likely to be final. (Hero Points also have a neat feature where if you spend one to avoid death, you get a battle scar or lose an eye or a hand, usually player choice but its a nice flavor detail.) This is getting off the subject slightly, but one of the flaws I perceive in D&D is that the default setting for failure is death, which I think takes the game in a lot of directions I don't care for; either by putting the PC's in situations where they can't fail (because the game would stop), or by making death a temporary setback. My real preference is for an extremely gritty game where the PC's have to work hard not to fail, where death is final and irreversible but also reserved for the most story-appropriate moment. (There's a lot of really horrible things that can happen to a PC other than death, all of which can make the game more interesting. The only truly bad consequence is the one that makes you stop playing.) [/QUOTE]
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