D&D 4E Fun to die in 4e?

Gentlegamer said:
It was fun for me to die several times when I first starting playing the game. I learned something new each time and while my player character was dead and unable to gain XP, I gained valuable experience. Eventually, my player skill advanced enough to survive low levels. At higher levels, knowing that discretion is the better part of valor (learned from experience playing D&D) saved me from combat death on many occasions, while cautious, reasoned approaches to other risky situations saved me from sudden death. If I had died, I would have learned a new lesson to add to my experience for the next time I played the game.

Agreed. It's like that in a lot of games, actually. Such as wargames. "Oh, I didn't realize those T-34s would roll over my grenadier platoon quite so fast. If I had known, I would have given them more support. I guess I'll know for next time."
 

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Irda Ranger said:
Sure, why not just buy Adventurer's Insurance from the Delver's Guild?

Doesn't work that way IMC. The "big guns" are busy doing their own things to preserve the fires of civilization from being snuffed out. They're counting on you to handle what you can, while they do what they must.


Thats fine as long as you don't have a problem with PC's dying. If you do then your campaign decisions are the problem, not the system.

I'm all for keeping characters alive, but the risk of death is what gets my adrenaline going. If I am in a game where the DM "doesn't like killing PC's" I am cool with that as long as they still let me die when the rolls, or my stupid decisions, call for it.
 

I've long been a proponent of the idea that reward without real risk is no reward. It's boring and uninteresting.

The best campaigns are the ones where any PC could die and they occassionally come close. The worst are where you can't lose a PC (other than by player choice) or where no progress can be made because of the "instadeath" factor. This is part of the reason I hate the availability of the Raise Dead tree of spells -- death is hollow and meaningless in the long term.

I know one GM who outright states that PCs can't die in his campaign. I refuse to play with him, even though he has some cool ideas.
 

The funny thing is that those who start with "dying is no fun" end up often with making resurrection very easy, which in turn means death is going to happen much more often :p
 

Doug McCrae said:
Bad experiences often make for good stories. As evidence I cite ab3's wonderful tales, which were inspired by truly awful gaming sessions.

True, but extreme cases usually make good stories. (Ab3's stuff would fall under "WORST GROUP EVER" stories, not "too deadly gameplay" stories.)

On the other hand, how many "war stories" that gamers tell to one another involve beating the stuffing out of a monster, compared to loss of a character's life? In my experience, much, much fewer. To me, it comes down to not limiting "ways to die" so much as "opportunities to die." Moderation is key when it comes to everything from resurrections to "save or die" effects.
 

My philosophy on D&D and such is "laugh your way to Hell." Death in superheroic games is a little more incongruous, but even then, it opens up a lot of dramatic potential.
 

The secret of role-playing....

For most people:

Gaming=Gambling.

Gambling is fun, for many many people. Orders of magnitudes more people then role- play (in any form).

When you gamble, you bet, and often loose, money. Basically, you are taking a controlled risk, with the bet being the limit to the possible loss.

People like taking a little risk. It excites them.

RPGs: you build and identify with a charecter. Then you take risks with it. You not only have rewards, but also potential losses, like death.

Thats the secret of roleplaying: gambling with your charecter.
 

Well, that tears it:

Gameplay dictated character death is too videogamey! :D

Seriously, though, you can hardly compare the experience of dying in a first-person shooter, where the 'penalty' for death is losing the weapons it took you 30 seconds to collect and waiting a fraction of a second, and the experience of dying in a tabletop RPG, where the 'penalty' for death is potentially hours of being out of the game, potentially losing all the character development you've done to date, and, until true resurrection becomes available, certainly losing many hours worth of XP.

I'd be very curious how the 'entertainment' factor of death in Halo compares to the 'entertainment' factor of death in, say, a JRPG, especially if it's death at the hands of a random encounter toward the end of an hour-long dungeon with no save points. I've known plenty of people who have fun with the former, very few who have fun with the latter.
 

Li Shenron said:
The funny thing is that those who start with "dying is no fun" end up often with making resurrection very easy, which in turn means death is going to happen much more often :p

:confused:

Really?

I've NEVER encountered this combination. Easy resurrection, in my experience, is a HALLMARK of "dying is fun and easy" - as exemplified, in electronic gaming, by first person shooters.

By contrast, almost low-death or no-death game I've played in outright banned resurrection. It simply was not an option barring extraordinary, artifact- or deity-level magic.
 


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