I would go so far as to say that if this is the only objective in your games, you might want to consider broadening the palette a bit. This is only true if your game revolves around nothing but combat.
Never said anything about you. I said, the lesson that I took from high lethality and PC turnover was that I should never really bother engaging in the setting or the character because, well, why bother? I'll just be rolling up another character in a couple of weeks anyway.
I note you only mention the one character that survived. How about the other ones? Are they as engaged in the campaign as your one survivor? How long did they survive? Were they creating new characters every four or five sessions, or did they survive for long periods of time.
Because, if they did, then my point about character turnover does not actually contradict you.
Just wanted to say that we appreciate everyone working hard to be polite, even when you don't agree with the other people. Interesting thread.
What do people think about fudging dice to make an encounter harder?
Just wanted to say that we appreciate everyone working hard to be polite, even when you don't agree with the other people. Interesting thread.
What do people think about fudging dice to make an encounter harder?
What do people think about fudging dice to make an encounter harder?
I would amend that to:Here's a really, really simple rule:
Your character shall not die unless you consider that fun.
My opinion is unchanged.
Harder, easier; both are the GM fudging die rolls to make the encounter resolve in accordance to his wishes.
What do you think about a player fudging die rolls?
RC
I think the idea is that a GM's power is so easy to abuse, it's a good idea to restrict oneself with some rules, such as "Prepared written material is fixed once the session starts". Lines that even the GM can't cross, for fear of sliding down a slippery slope.Is this at all equitable to fudging dice? Is die fudging (either harder or easier) a bigger "sin" than other sorts of on-the-fly monster adjustment?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.