HeavenShallBurn
First Post
Generally at lower levels I average 3-4 PC deaths per session. Beyond 12th level it tapers off to about 1 every two to three sessions, would be higher but my group knows how to powergame and does it well. I get around it with a very old school technique, the "raiding party" which is essentially 4-6 PC parties traveling as a dispersed group. Basically the idea is low level PCs are well aware of how crunchy they are and travel in larger groups so that losses can be soaked and individual groups rotate from the hot zone to be replaced by a fresh group if needed. Around 10-13th level these groups break up into component parties as the surviving members have become forces in their own right and less squishy. By this time player favorites will have developed and these can be the group the campaign follows with short jaunts to the other parties of the old raiding group if things bog down or they feel like a change.Hussar said:How do you get around the fact that you are whacking PC's every other session or so? Don't your players get annoyed by the fact that any PC they create, they may as well not bother with a background, because the PC won't survive long enough for the background to matter....How do you deal with that? Or do you deal with it at all?
Odd given that it's the very definition of randomness. It's purely luck (dice) driven and has results that no character action can mitigate.Fallen Seraph said:See I don't get your comment on randomness being reduced, it isn't random when you hit a SoD and all you can do is either roll and pass or roll and die.
That's a fallacy, my encounters tend to be quite tough, and I like to see them creatively worm through a brutal encounter. But without that extra spice of random capricious death being possible my group doesn't find encounters to be brutal. the find them too predictable and not possession the required impression of risk.Fallen Seraph said:I think this also makes it MORE gritty since grit to me isn't about a person just dying thats it. It is about having to twist and turn and wiggle your way through tough encounters, through various means.
I've done hordes of monsters through 3 editions now. I do large encounterers just fine in 3e, and could do them in another system just as well (Okay not GURPS Vehicles but that was just sadistic). I don't need 4e rules to do what I already manage, and I don't like the changes to monster design philosophy in the new edition. So it's anything but a draw.Fallen Seraph said:Also with hordes of vicious monsters well given that we can actually deal with hordes of vicious monsters now and it is built into the ruleset I would think that be a good-thing for 4e in your eyes.