fenriswolf456
First Post
Epic heroes can create worlds.
Sauron failed to conquer a world of weak beings because a little hairy homebody found a piece of jewelry.
That would be dependent on the system and story. At least in 4E, I see little to suggest world creation in the Epic Tier. Characters are certaily powerful, but I'm not seeing such godhood until Level 30+.
Considering the magic-poor realm of Middle Earth, I would certainly peg a demi-god like Sauron as an Epic level threat, perhaps low Epic for the trilogy since a lot of his power is tied up in the One Ring. But it's apparent that Epic for you is a step beyond what I see presented in the PHBs.
So if the character has previously sipped such poison, and didn't die, and has an in-character reason to know that he probably won't die from doing it again, that's still "metagaming"?
You're twisting the intent of the statement. It wouldn't be metagaming at all, since the character did not die the first time, it's prefectly reasonable and realistic that they would think they wouldn't die if they were by chance exposed to it again.
It's not so reasonable for someone to think "Oh, I didn't die the first time, that must mean that I never will."
By in-world logic, player characters of sufficiently high level should know that they're fairly immune to being killed -- because they do it routinely.
That seems a logical fallacy to me. Just because you haven't died, doesn't mean you can't. I cross the street a dozen times a day without dying, but I certainly wouldn't just blindly step out into the road everytime I do.
If their characters are afraid of getting hurt and would avoid harm even when they could benefit, then they're not roleplaying well. If their characters are daredevils who don't mind pain if it assures victory, there's no reason to complain because everything is working as intended.
If you don't like the characters your players are playing, using rules as a bludgeon to make them change seems like it may just make things less fun for them.
It comes down to play style at this point. I see it totally opposite. If a player plays their character as afraid of getting hurt, but does it anyway, I think they're roleplaying much better than the player who's a daredevil because they knows the game rules won't allow them to be in danger.