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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Fun to die in 4e?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3744226" data-attributes="member: 22882"><p>What I generally encounter in D&D is that, when the death rate is high, players end up throwing in the towel on character development and make disposable, playing-piece style characters.  They may enjoy the experience of playing them in the moment, but there's no expectation of character growth either mechanically or story-wise - the stereotypical "Bob the Fighter" and his brother "Bob 2.0 the Fighter," etc.</p><p></p><p>I've played and run a couple of RAW D&D games over the last few years, and, largely due to having a large group for them, the death rate was very high.  Every one has ended up with a core group of no more than two or three 'main characters' who were the most tactically played and well-built and thus survived, with a rotating 'supporting cast' who rarely survived more than two or three sessions. :\  Mind you, most of the players of the 'supporting cast' seemed to enjoy it for what it was, but it was very much a tactical exercise for them.</p><p></p><p>Whereas I'm currently running Star Wars Saga Edition, and, in addition to its other upgrades to the rules, the players have to CHOOSE to spend their last Force point for the level - as long as they have one, they're not in danger of dying due to gameplay factors.  Two of the characters would have died in the first session if not for this rule; instead, those characters have persisted and developed, and the game has a real ensemble cast flavor to it.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3744226, member: 22882"] What I generally encounter in D&D is that, when the death rate is high, players end up throwing in the towel on character development and make disposable, playing-piece style characters. They may enjoy the experience of playing them in the moment, but there's no expectation of character growth either mechanically or story-wise - the stereotypical "Bob the Fighter" and his brother "Bob 2.0 the Fighter," etc. I've played and run a couple of RAW D&D games over the last few years, and, largely due to having a large group for them, the death rate was very high. Every one has ended up with a core group of no more than two or three 'main characters' who were the most tactically played and well-built and thus survived, with a rotating 'supporting cast' who rarely survived more than two or three sessions. :\ Mind you, most of the players of the 'supporting cast' seemed to enjoy it for what it was, but it was very much a tactical exercise for them. Whereas I'm currently running Star Wars Saga Edition, and, in addition to its other upgrades to the rules, the players have to CHOOSE to spend their last Force point for the level - as long as they have one, they're not in danger of dying due to gameplay factors. Two of the characters would have died in the first session if not for this rule; instead, those characters have persisted and developed, and the game has a real ensemble cast flavor to it. [/QUOTE]
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Fun to die in 4e?
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