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<blockquote data-quote="Daztur" data-source="post: 6061933" data-attributes="member: 55680"><p>Yaguara: ah I misread you then and our positions are closer together than I thought. Let me poke at things a bit. Let say you're playing a game and in the first combat encounter your character gets hit by a lucky critical and dies, do you:</p><p>A. Have the DM try to avoid that sort of thing from happening through narrative power (making sure that the big scary orcs avoid attacking the wizard with 4 HPs) /dice fudging.</p><p>B. Tell the player that his character is dead and that he should go roll up a new one.</p><p>C. Play with a system that's set up so that the whole situation is pretty much impossible.</p><p></p><p>This isn't theoretical. This is what happened to me yesterday <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>RPGs are random enough that all kind of weird-ass disasters happen at what would be the wrong dramatic moment in a story. For example in a thread a couple months back I remember someone saying that they didn't want any long lasting injuries in D&D since (to paraphrase the scenario they made up) "they didn't want to be travelling to stop a demon summoning ritual and break their leg fighting some random gnolls on the way and then have a choice between being in crutches and hopping around uselessly for the final fight or have the adventure be the story of some guys who holed up taking a rest when the demon got summoned instead of being the story of the guys who burst in at the last moment during the demon summoning ritual." For me at least as a DM, I wouldn't pull strings to make sure that the PCs get to the demon summing ritual in time to interact with it but I wouldn't mind playing a game in which the PCs had some metagaming power to pull the strings themselves.</p></blockquote><p></p>
[QUOTE="Daztur, post: 6061933, member: 55680"] Yaguara: ah I misread you then and our positions are closer together than I thought. Let me poke at things a bit. Let say you're playing a game and in the first combat encounter your character gets hit by a lucky critical and dies, do you: A. Have the DM try to avoid that sort of thing from happening through narrative power (making sure that the big scary orcs avoid attacking the wizard with 4 HPs) /dice fudging. B. Tell the player that his character is dead and that he should go roll up a new one. C. Play with a system that's set up so that the whole situation is pretty much impossible. This isn't theoretical. This is what happened to me yesterday :) RPGs are random enough that all kind of weird-ass disasters happen at what would be the wrong dramatic moment in a story. For example in a thread a couple months back I remember someone saying that they didn't want any long lasting injuries in D&D since (to paraphrase the scenario they made up) "they didn't want to be travelling to stop a demon summoning ritual and break their leg fighting some random gnolls on the way and then have a choice between being in crutches and hopping around uselessly for the final fight or have the adventure be the story of some guys who holed up taking a rest when the demon got summoned instead of being the story of the guys who burst in at the last moment during the demon summoning ritual." For me at least as a DM, I wouldn't pull strings to make sure that the PCs get to the demon summing ritual in time to interact with it but I wouldn't mind playing a game in which the PCs had some metagaming power to pull the strings themselves. [/QUOTE]
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