jgbrowning said:Knowing when to run is the most disused skill, IMHO, in 3E gaming.
Death before dishonor.
Hong "or is that too munchkin?" Ooi
jgbrowning said:Knowing when to run is the most disused skill, IMHO, in 3E gaming.
Umbran said:
Interestingly, it's false metagaming, insofar as the rulebooks say that you aren't supposed to be able to beat everything you come across.
DMG, pg 56, concerning Difficulty of encounters:
15% of encounters should be "Very Difficult: One PC might very well die."
5% of all encounters should be "Overpowering: The party should run. If they don't, they will probably lose."
So, if folks (be they DMs or players) have the perception that the characters should always be able to win, they haven't read very carefully.Not that this should be a long-term problem. Most players learn very quickly that the charcaters can and will occasionally die, if you actually kill some of them...
Victim said:Any way, at higher levels, death becomes more "normal" since PC abilities greatly reduce its impact.
creamsteak said:Oh, Edena, I'm one tenaciously heroic player. I'm also semi-heroic in real life (getting injured for confronting a particularly abusive individual I won't bring up here), so it's in my blood. I don't believe in stopping, so long as your cause is justified. So, as a player, I don't stop. So, in return, I agree with the majority here that the Player (and DM, don't you guys forget that the DM is equally important in this respect), are important to the cause.
Now, on another note (revives) which stretches slightly off topic, I use the solution Monte provided for in the DMG that seems to often get overlooked: Alternate material components. I have a short list (six items, listed below) that have been used in my campaign setting to raise the dead, and I'll add more when it's time to add more. Each material component can only be used once on a particular individual, and each component can only be found in a limited quantity. This simple little solution makes death and being brought back particularly heroic.
Material Components
A globe of Blessed Adamantine (most adamantine is considered corrupt till it's treated in my campaign setting), only found in a few locations (meteorites, the underdark, the trollforge)
Sacrificing a sacred animal (called Mai-Mai Skuuper), who must agree that the sacrifice is a worthy cause on it's own
The blood of a very powerful and evil creature (Night Troll), however this can only be used on a good or neutral character, and they instantly become the creature's alignment upon resurrection.
Bringing the body to four different rune shrines.
Gathering six life Tarot Cards and using it on the body (minor artifacts).
Sacrificing your own life to bring someone back, whom you must have loved in the eyes of the diety of the cleric casting the spell.
Once, and only once, a character can be resurrected by the avatar of a god-in person.
And soon I'm going to add that frozen flower that only grows in a specific garden in the elemental plane of ice, which must be sacrificed (and they grow so slow, and are so sacred to the people that guard them), which makes it another 'honorable deaths only' revive.
And those are all just examples. I'm sure you all can come up with some great ones that I never would think of, but it's by far a better solution that simply ousting revives, In my humbe opinion.
Victim said:On the other hand, I've found that sometimes parties can clash with enemies above their level and come out ahead
Victim said:As characters advance in levels and grow in power, many of the cues that might be useful indicators of how to procede stop having value.
Ranes said:I'm replying out of curiosity. As a DM, I infrequently run encounters that only terminally stupid characters would attempt to resolve by force. Nevertheless, I stage such encounters carefully (fairly, if you like) and I do consider them valid encounters. My players, as far as I can tell, are not under the impression that they can engage in hostilities to resolve any given encounter in their favour. Thus far, they have taken the hint, as it were, when these situations have arisen but they have acted in character, rather than metagamed. Perhaps that's so because of the staging (that's what the staging is there for).
Why, JG, are you under the impression that 3E in particular fosters a belief in players that they can do otherwise? (From your fourth paragraph... "this is my biggest complaint with 3E.") I would agree that knowing when to make yourself scarce is a valuable skill but isn't that the case with any rpg? I feel like I've missed something. It wouldn't be the first time...