Agreed, to a point. Reset's going a bit far, but players who fear character death want to be protagonists, want to do great things, and want a fairly cinematic game. How that cinema (outtakes/blooper reels?) is achieved is a matter of taste. Not wanting pile after pile of dead characters doesn't mean you fear death for the sake of fearing death, but rather, a constellation of issues of which that's only one possibility.Irda Ranger said:Maybe it's a matter of taste, but I don't like the idea of a reset button. If all I wanted was a series of consequence-free fights, I'd play Soul Caliber or something. I don't say that to disparage your preferred style of play, but rather simply to mean that I play D&D for the story, not the fights, and the fights (win or lose) are part of the story. I can't hit reset without harming the narrative, so I wouldn't do it.
I've had plenty of PC's die though, and it hasn't been a problem to me because of my point of view. I knew that the PC thought the quest was worth dying for, and so death was not avoided. The risk was willingly accepted. Since D&D is not a gritty game they were always heroes, and never in danger or dying "randomly" in some bar fight or orc ambush; but yes, death was a possibility when fighting the good fight. They were fights with great and worthy opponents.
I think the problem your players have is that they fear no loss greater than the loss of their character's life. To play a game like D&D, where life and limb are risked daily, you must first decide that something is more important than living. Obviously treasure and experience will never suffice, since in death you cannot spend them. It must be something like the freedom of Gondor and Rohan from the tyranny of Mordor, or saving the Temple Mount from the defilement of the Cathar Heretics.
Characters who fear only death, and love nothing more than their own life, should probably not be adventurers in the first place. They should stay within the city walls and take up a nice safe profession, like carpentry.
My proscription would be to avoid the reset button but instead require that your players spell out (in writing) what is most important to them. Then threaten those things, and watch the tension mount. (this has the pleasant side effect of making up quest ideas terribly easy for the DM)
Irda Ranger said:I think the problem your players have is that they fear no loss greater than the loss of their character's life. To play a game like D&D, where life and limb are risked daily, you must first decide that something is more important than living. Obviously treasure and experience will never suffice, since in death you cannot spend them. It must be something like the freedom of Gondor and Rohan from the tyranny of Mordor, or saving the Temple Mount from the defilement of the Cathar Heretics.
Characters who fear only death, and love nothing more than their own life, should probably not be adventurers in the first place. They should stay within the city walls and take up a nice safe profession, like carpentry.
My proscription would be to avoid the reset button but instead require that your players spell out (in writing) what is most important to them. Then threaten those things, and watch the tension mount. (this has the pleasant side effect of making up quest ideas terribly easy for the DM)
Piratecat said:I personally really dislike resets because they suspend my suspension of disbelief too much. The element of risk really drives me, even though I like cinematic games.
Action points have been my solution to balancing out these goals.
My solution as well. Our current game allows spending "glory points" from Mastering Iron Heroes (which are different from standard d20 APs in that you earn them by committing deeds of valor) to add to the results of any d20 roll (attack, save, defense, skill, or ability check). You can also spend glory points to avoid conditions: From as little as 1 to avoid being weakened or dazed, up to 10 to avoid death. In the latter event, the attack that would have killed you simply doesn't happen. I also allow a player to spend a character's existing glory point total, if it is less than 10, to turn "dead" into "dying." Finally, a character's allies can give their own glory points to the character to use on a 1-for-1 basis.Piratecat said:Action points have been my solution to balancing out these goals.