D&D General "Hot Take": Fear is a bad motivator

Maxperson

Morkus from Orkus
Honest question to you all: Do you really see all other in-world consequences as merely transitory faults? Do you really play games where "a druid-cult transformed the whole friggin' desert into a swamp" is as airily non-consequential as "I'm down 5 HP"? Do you really play characters with the power to un-break the world and resurrect all those who die of a plague and restore every bombed-out city to its pristine glory? I just...can't fathom that so many people play in games where LITERALLY the only meaningful consequence, the only consequence that could ever linger and continue to be a problem long after it happened, is character death.
This isn't our argument, though. The issue I have(and I think the others do as well), is that without PC death none of the rest is really all the consequential. Go ahead and turn the desert into a swamp and kill city with a plague. Since I can't die, I know that I'll eventually get the power to undo the problem. I can suffer 20 million setbacks, but since I'm not going to be permanently removed from the game world, I'll succeed on the 20 million and first attempt.

Yes there are in-world consequences for things, but as a player none of that will really have any impact on me since I know that I'll have the time to fix it. My PC can't really fail. He only suffers temporary set-backs.
 

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Maxperson

Morkus from Orkus
I can't die? Great! I jump into the lava flow and swim across to the other side so I can get away from my pursuers; I'm +4 on swim checks. Tomorrow I'll walk out into the bay and just keep walking underwater, like the skeleton pirates in Black Pearl, till I get to Waterdeep - I can't drown and it's way cheaper than hiring a ship; never mind good luck to anyone who wants to follow me. Oh, and I guess I never need to eat or drink again, right, 'cause I can't starve or die of thirst.
I don't think that would work. They've said no character death unless the player chooses it. I'm pretty sure things things would constitute a player choice to have the PC die. They can correct me if I'm wrong about that.
 

Xetheral

Three-Headed Sirrush
(Edit: accidentally quoted more people than I intended. My apologies.)
This isn't our argument, though. The issue I have(and I think the others do as well), is that without PC death none of the rest is really all the consequential. Go ahead and turn the desert into a swamp and kill city with a plague. Since I can't die, I know that I'll eventually get the power to undo the problem. I can suffer 20 million setbacks, but since I'm not going to be permanently removed from the game world, I'll succeed on the 20 million and first attempt.

Yes there are in-world consequences for things, but as a player none of that will really have any impact on me since I know that I'll have the time to fix it. My PC can't really fail. He only suffers temporary set-backs.
Doesn't that only work if both (a) all problems resulting from failure have possible solutions AND (b) those solutions can be found faster than new problems crop up? If either condition isn't met you end up with a non-zero number unsolvable problems created by failure, and thus real consequences. And it seems a rare game to me where either of those conditions will be met, let alone both of them.

Additionally, don't forget the opportunity cost of spending time to fix problems resulting from failure. While you're (e.g.) busy pursuing ways to raise an entire city of plague victims from the dead, you're not pursuing your character's other goals.
 

Lanefan

Victoria Rules
You jump into the lava and get stuck in it like the burning mud that it is.

Not being a skeleton, your human fat and tissue make you float. Also, it you can do it, everyone else can, so it wasn't effective as an idea anyway.
"Everyone else can" - meaning by extension nobody can die in your setting?

This just keeps getting better! :)
Good. No more counting rations or encumbrance. We're both winners.

Alternatively: You just make a Black Pearl reference and ask why not being able to eat or drink is a problem.

Also, if a player just has their character commit suicide* like you just did three times,
I didn't commit suicide, though, as I-as-player didn't give permission for my character to die. And absent that permission, things can - as shown - get silly in a hurry.
I'm not going to make you play the character you're trying to kill.
See, that's just it - I can't kill it, so there's no point trying; I'm merely pointing out how easy it is to reach "ridiculous" status.
Ending that character is your own choice as opposed to dumb dice or dumb rules or my power tripping to make you afraid of me.

Every player attempt to be hyperbolic to 'prove' something about the game or the rules is also a suicide attempt.*
Ah - the goalposts just took a mighty leap to the right, it seems. Now you're saying my character CAN die without my-as-player permission. That's a pretty big difference from "no it can't".
 

Lanefan

Victoria Rules
I don't think that would work. They've said no character death unless the player chooses it. I'm pretty sure things things would constitute a player choice to have the PC die. They can correct me if I'm wrong about that.
Nope - I-as-player choose to have my character do this seemingly-suicidal action. However, I-as-player also expressly deny permission for my character's death.

Now where are we? Yeah, that's right - degenerate-land. :)
 

tetrasodium

Legend
Supporter
Epic
I am familiar with DCC and its funnel in the broad strokes. <snop>
Good then you should be able to point t things more objectively defined in ways everyone can look to than reinterpreting the types of games you think specific people or vague groups of nonspecific individuals run using nearly characterized descriptions. :D
I am arguing, more or less, that there is a pervasive attitude in D&D that the game should be played in a nearly-funnel-like way....except that you only ever get one character at a time. Again, more power to people who enjoy that. But, as we've seen, questioning the hegemony of that kind of thing often gets people thinking you mean to remove any and all challenge, loss, hardship, or uncertainty from the game.


Again, it seems like you're saying the only options are "success" or "success, but a little sucky." If so, that implies, again, that the players are guaranteed success, simply because random, purposeless,
you kinda took what I wrote, dialed it to 11 & then responded to the new version dialed to 11 there too. When I explain that there is enjoyment in "working together as a group to coordinate so as to minimize risks & maximize everyone's capabilities in combat as well as doing the same for the world & environment both as a player as well as a gm when my players do it. " & pointed out how that is harmed as an element of gameplay by removing too many elements linked to fear of death & attrition I did not in any way take the potential for failure off the table just because it goes on to talk about the importance of having consequences to accompany "succeeding poorly" as an undesirable state to fear that is a whole wide range between success & failure. I'm completely baffled how you could leap to that conclusion from my words as that's a rather strange leap of assumption.

It's worth noting that what you call a "pervasive attitude" seems to rely on including almost anything less than a position close to calling 5e's near total lack of consequences as the pinnacle of perfection as some kind of rallying cry for a flavor of hardcore meatgrinder dcc style funnel tomb of horrors campaigning. I honestly think those types of mischaracterizations are the root of the disconnect & why so many are strongly calling you out. You can dismiss the reasons people give in support of that stretch of middle ground & suggest gm's bone up on skills by finding other motivations like revenge affection or even "something" as we've seen people suggest a few times in this thread but that doesn't solve the problems they are pointing at accompanying going too far with dialing back how fear of something in the system.


My problem is that I (and my players, based on their behavior) find it extremely difficult to ever ignore such feelings and "throw caution to the wind" when anxiety over losing their characters is so front-and-center. Instead of doing something exciting and risky, they consistently avoid every possible risk as they go wherever they're going, sometimes in ways that are seriously detrimental to their own goals. They're still very skittish even WITH the measures I already take, AND counting the fact that they trust me as a good friend. For a group like this, if they're "certainly...feeling such things every time they go adventuring," it's going to mean that they stop adventuring. I doubt I need say, that would be a bad result for everyone involved.

Hence, my challenge to the notion that such feelings are necessary for all tables always.


This opens a new question: What happens if the characters take excessive precautions, then? Because that's the issue I face with my group. They aren't these crazy risk-takers for whom the everpresent fear of death is the only limit on their behavior. Instead, the everpresent fear of death causes them to shut down, paralyzed with dread, so that instead of them dying, the adventure dies.
This bit is largely the same topic just responding to different points people were making & it's a multipart problem in 5e. Past editions had significant amounts of pagespace devoted to explaining things like intent behind things & ways of leveraging both the rules as well as the system as flexible tools you should feel empowered to modify. They also included a variety of subsystems & guidelines that would assist with the problem you are seeing.

Second characters had areas where they could confidentially avoid certain types of risks with most attacks not actually beating ACs unless you were a squishy & the mods would often add up to a significant percentage of the d20 or oercentile dice making it more reliable than everyone just saying "well guess I'll try" & seeing who rolls high enough to dramatically outdo the player with a poor roll & mere specialization. In some cases the specialist was literally the only one capable of even attempting something. All of that combined gave players a feeling that they had more of a buffer than the raw numbers of their hp & that their skill specializations were significant. While system differences make most of the 2e advice on intent & leveraging the rules difficult to carry over or really even discuss too much there were some timeless ones like this pg115 of the 2e dmg about awarding treasure. 3.x took that a step further by including a pair of linked rules called going beyond the rule & the dm's best friend(here) that provided both the insight & advice to leverage it as well as a simple flexible framework both sides of the gm screen could use to interact with the world in ways far too deep into situational edge cases to have specific rules on in a way they could feel comfortable inferring cause & effect of reasonable measures.

Finally players who felt they needed to display serious caution had powerful limited use tools to manipulate things in their favor given proper planning & strategy, casters especially. 5e weakened many of those tools to no longer be all that solid or reliable at doing their thing then gated fr far too many of them behind concentration so players were left feeling like the party lacked a solid safety net from the often little more than dead weight caster. Coupled with bob the fighter/pally no longer being able to confidentially avoid most attacks reliably to make healing spells have a bigger bang for the buck. Those areas all overlapped with the tactical rules so casters could control the situation & keep an emergency ace or two to dump everything ending it if things suddenly went south while the martials could use their crunchyness & the robust tactical combat rules to feel confident keeping their squishies safe & managing the semicontrolled but safe enough situation



Honest question to you all: Do you really see all other in-world consequences as merely transitory faults? Do you really play games where "a druid-cult transformed the whole friggin' desert into a swamp" is as airily non-consequential as "I'm down 5 HP"? Do you really play characters with the power to un-break the world and resurrect all those who die of a plague and restore every bombed-out city to its pristine glory? I just...can't fathom that so many people play in games where LITERALLY the only meaningful consequence, the only consequence that could ever linger and continue to be a problem long after it happened, is character death.
If you are at 5hp in most older editions you were probably terrified because it didn't even take a crit to flat out kill you. If you are at 5hp in 5e you can take 5 points of damage plus up to your max hp(instant death phb197) then two more attacks before anyone in the group can heal you for even a single point to reset you back to virtually the same state you were in with the 5hp. Despite how terrifying it was to be at 5hp in the past players had a lot more tools to slow the descent to 5hp & the system was setup in ways that made your armor further slow the slide even when those tools aren't justified or things somehow go sideways.
 


EzekielRaiden

Follower of the Way
This isn't our argument, though. The issue I have(and I think the others do as well), is that without PC death none of the rest is really all the consequential. Go ahead and turn the desert into a swamp and kill city with a plague. Since I can't die, I know that I'll eventually get the power to undo the problem. I can suffer 20 million setbacks, but since I'm not going to be permanently removed from the game world, I'll succeed on the 20 million and first attempt.
How do you know that?

Yes there are in-world consequences for things, but as a player none of that will really have any impact on me since I know that I'll have the time to fix it. My PC can't really fail. He only suffers temporary set-backs.
How do you know that?

You seem extremely confident you can actually do this. I'm...really, really not. There really are some things that just can't be done by a single person, or even a handful of people, no matter how heroic they become. The only way they could do that is if they had the powers of gods, which...isn't going to happen in my games. Hence why I asked what I did; you seem to be of the idea that the players have infinite time, infinite resources, infinite re-tries. They don't.

Again: You are literally saying that the only way for someone to suffer a true setback is to be Killed Off For Real. Why? Why is it removing death means you can ALWAYS have infinite re-tries? You can't. I won't let you, not at my table. Rationality doesn't permit it. I'll support any genuine interests my players have, but "I get to keep trying forever, so I always succeed eventually" isn't a genuine interest. It's very clearly degenerate.
 

Arilyn

Hero
The no death games I've been in have been far from rainbows, puppies and medals for all. They are hard and the GMs who run games this way are kinda mean. 😉 There is no escaping consequences, and there's certainly been failures which have resulted in all kinds of nastiness for the player characters.

Players that have their characters leap off cliffs, swim through lava, insult nobility, etc., etc. quickly discover that death can be put back on the table. I've never experienced players trying to push the limits this way, however.

Super games are almost exclusively no death, yet are extremely popular, challenging and fun.

I find that death is just one spice in the rack that can be easily left out, with no loss to a game's challenge or enjoyment.
 

loverdrive

Prophet of the profane (She/Her)
I'm not certain of the character's script, but if I know it can't be killed then it's open season on that character doing whatever ridiculous gonzo risk-dialled-to-eleven thing I can think of, because succeed or fail I know I'll still be around to try again.

And that gets degenerate real fast.
The only way it can get degenerate if the player actively pushes the things to degeneracy. Instead of, y'know, doing their job and play their character in a way consistent with the established facts, the genre, tone, and themes of the game.
 

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