Gentlegamer
Adventurer
If I may, here is a speech that expresses my outlook on adventure gaming, as well as life in general, in regard to "death" or "taking a hit."
In Stars Wars Battlefront, you can place land mines on the sides of vehicles, then kamikaze other characters or vehicles. We bemoaned that mines couldn't somehow be attached to the infantry units to use similar tactics.frankthedm said:In FPSs I fling proximity mines with abandon, use rocket launchers in melee range and wish i could pull the pins of all my grenades at once. My aim sucks, but that won't save my foes.
maddman75 said:I'd like to see a ruleset where its easy to get taken out, but hard to actually die. Thus if the whole party goes down then everyone is toast, but if they pull through then everyone makes it.
It sounds to me like 4e is making sure that people don't die of an unlucky roll - you're a Hero at 1st level. It sounds to me then that you only die of several unlucky rolls in a row (rare), or player stupidity (common).maddman75 said:Personally, I don't like death in games. I don't like introducing replacement characters every time someone gets an unlucky roll. Nor do I like using 'come back from the dead' magic all the time. I do know what the article is saying about dying being as fun as winning.
This is the key phrase of the post - and yes, I agree. DM's and players want "CR inappropriate" encounters because they want the satisfaction of having attempted something hard, and won or lost on the merits.(contact) said:What I think I'm looking for when I play and when I DM is a strong sense of legitimate risk; I want to know that there is a chance that if we go A Door Too Far (apologies to Cornelius Ryan), it's dead hero time.
Let no PC be a cold and timid soul.Theodore Roosevelt said:It is not the critic who counts: not the man who points out how the strong man stumbles or where the doer of deeds could have done better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood, who strives valiantly, who errs and comes up short again and again, because there is no effort without error or shortcoming, but who knows the great enthusiasms, the great devotions, who spends himself for a worthy cause; who, at the best, knows, in the end, the triumph of high achievement, and who, at the worst, if he fails, at least he fails while daring greatly, so that his place shall never be with those cold and timid souls who knew neither victory nor defeat.
maddman75 said:I'd like to see a ruleset where its easy to get taken out, but hard to actually die. Thus if the whole party goes down then everyone is toast, but if they pull through then everyone makes it.
Irda Ranger said:If WotC makes it possible (and safe) to fight goblins at a 4:1 ratio, expect 8:1 ratios by the second adventure.
Sure, why not just buy Adventurer's Insurance from the Delver's Guild?Treebore said:Plus be smart enough to have a friend, or allie, or sponsor, etc... that can hook up low level characters with Raise Dead? Such friends are only a message spell away, usually.