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*Dungeons & Dragons
First Level Hit Points Need to Increase
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<blockquote data-quote="Gorgoroth" data-source="post: 6111213" data-attributes="member: 6674889"><p>Why didn't your character run away? Why didn't the cleric heal him? Why didn't he buy better armor? Or learn to sneak around so as to avoid getting snarfed. Sudden death for no reason is precisely why you take such measures to survive better, that's part of the game! I saw characters die for dumb reasons and in great, epic, novel-like moments. Why should every PC death necesserily be epic? Are all character's actions epic, and worthy of a bard's tale? No.</p><p></p><p>I say let the dice decide your fate. If not, it's just a chose your own adventure. You tame the game when you remove all randomness. There are ways to boost your survivability, and if you fail at those but still wander off into that perilous forest...why does your character <em>deserve </em>to survive, again? Good men don't win in the end, and bad ones aren't punished. </p><p></p><p>The whole 4e-mentality of your get narrative epic deaths each time takes the meaning out of it, because if it all deaths are meaningful then none are. Some truly aren't. Bad stuff happens. Open up a beer, roll a new guy, and try again! I'm sure your old party mates will dig a fine grave. It would get really tedious if PCs could only die when their deaths can only be described using colourful, floury prose. I want my PC to be <em>able </em>to die in a ditch somewhere, for no good reason, like so many in real life even, so that when he does die right before saving the known universe, it feels special. The dice and RAW mechanics are 50% of what gives the game meaning. The rest is story. If you make the mechanics so fluffy so as to prevent random PC death, it makes the game feel like it's on rails like a child's pop up story book.</p><p></p><p>No thanks.</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 6111213, member: 6674889"] Why didn't your character run away? Why didn't the cleric heal him? Why didn't he buy better armor? Or learn to sneak around so as to avoid getting snarfed. Sudden death for no reason is precisely why you take such measures to survive better, that's part of the game! I saw characters die for dumb reasons and in great, epic, novel-like moments. Why should every PC death necesserily be epic? Are all character's actions epic, and worthy of a bard's tale? No. I say let the dice decide your fate. If not, it's just a chose your own adventure. You tame the game when you remove all randomness. There are ways to boost your survivability, and if you fail at those but still wander off into that perilous forest...why does your character [I]deserve [/I]to survive, again? Good men don't win in the end, and bad ones aren't punished. The whole 4e-mentality of your get narrative epic deaths each time takes the meaning out of it, because if it all deaths are meaningful then none are. Some truly aren't. Bad stuff happens. Open up a beer, roll a new guy, and try again! I'm sure your old party mates will dig a fine grave. It would get really tedious if PCs could only die when their deaths can only be described using colourful, floury prose. I want my PC to be [I]able [/I]to die in a ditch somewhere, for no good reason, like so many in real life even, so that when he does die right before saving the known universe, it feels special. The dice and RAW mechanics are 50% of what gives the game meaning. The rest is story. If you make the mechanics so fluffy so as to prevent random PC death, it makes the game feel like it's on rails like a child's pop up story book. No thanks. [/QUOTE]
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