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Do You Think Spare the Dying is a Problem?
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<blockquote data-quote="Li Shenron" data-source="post: 6254733" data-attributes="member: 1465"><p>It means nothing because it's subjective. </p><p></p><p>Not having a cleric in the party is a mistake only if the rules make them so. </p><p>And if the rules make them so it's because someone decided that not having a cleric should be mistake.</p><p></p><p>But even assuming that is fine, you're just describing playing badly, not "doing something incredibly stupid".</p><p></p><p></p><p></p><p>Fine, you're describing your preferred gamestyle. If you mean that other gamestyles should not be supported, then we have nothing to say to each other. Just let me know, and I'll stop replying... otherwise continue to read.</p><p></p><p>IMXP I've seen players mostly divided in two camps: those who don't mind character death, and those who hate it. Probabilities won't help the latter much in the end, because it doesn't matter to them if they died because of a "mistake" (which in many cases is really "not guessing something right") or because of bad dice rolls. For these gaming groups, I suggest just to have a rule that PCs cannot die unless the player and DM together decide it's good for the story. That's not your case. Such rule doesn't have to be the "default" rule, in fact it shouldn't, but my point is that it is so much better to be upfront and tell those players they should not be ashamed if they don't want to play a game where PCs can die, just acknowledge that. World of Warcraft is a game like that, and see how many people play it.</p><p></p><p>The first camp is that of players who want a chance of death. Here it won't be useful to discuss what this chance should be... your 1% (let's say, in a year of gaming) is just as fine as someone else's 50% in a single adventure (e.g. Tomb of Horror-style). Designers have to make a compromise, and I understand they'd rather keep it close to your 1% than to anything higher.</p><p></p><p>Still, adding more and more rules at every iteration, designed to save the PC's arses always a bit more, it gives me the feeling they are trying to cater the "don't ever want to die" crowd at the expense of those who want a fairly significant mortality (especially if it comes with stuff narratively hard to digest, such as easy resurrections or second/third winds) and this is always missing the point that only with really zero chance you'll make the second group happy.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6254733, member: 1465"] It means nothing because it's subjective. Not having a cleric in the party is a mistake only if the rules make them so. And if the rules make them so it's because someone decided that not having a cleric should be mistake. But even assuming that is fine, you're just describing playing badly, not "doing something incredibly stupid". Fine, you're describing your preferred gamestyle. If you mean that other gamestyles should not be supported, then we have nothing to say to each other. Just let me know, and I'll stop replying... otherwise continue to read. IMXP I've seen players mostly divided in two camps: those who don't mind character death, and those who hate it. Probabilities won't help the latter much in the end, because it doesn't matter to them if they died because of a "mistake" (which in many cases is really "not guessing something right") or because of bad dice rolls. For these gaming groups, I suggest just to have a rule that PCs cannot die unless the player and DM together decide it's good for the story. That's not your case. Such rule doesn't have to be the "default" rule, in fact it shouldn't, but my point is that it is so much better to be upfront and tell those players they should not be ashamed if they don't want to play a game where PCs can die, just acknowledge that. World of Warcraft is a game like that, and see how many people play it. The first camp is that of players who want a chance of death. Here it won't be useful to discuss what this chance should be... your 1% (let's say, in a year of gaming) is just as fine as someone else's 50% in a single adventure (e.g. Tomb of Horror-style). Designers have to make a compromise, and I understand they'd rather keep it close to your 1% than to anything higher. Still, adding more and more rules at every iteration, designed to save the PC's arses always a bit more, it gives me the feeling they are trying to cater the "don't ever want to die" crowd at the expense of those who want a fairly significant mortality (especially if it comes with stuff narratively hard to digest, such as easy resurrections or second/third winds) and this is always missing the point that only with really zero chance you'll make the second group happy. [/QUOTE]
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Do You Think Spare the Dying is a Problem?
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