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<blockquote data-quote="ikos" data-source="post: 7858359" data-attributes="member: 6944231"><p>I too enjoy rich character development and moving narratives, but am not quite sure that is what is going on at 75% of tables. Moreover, I’ve seldom seen a death of any sort damper the creative spirit of players who dig to role play and help construct deep narratives. The relationship between a distaste for random death and a desire/ability to create deep levels of character immersion is loose at best. Player expectation, based on the values of the era, more sunk cost in builds, and exposure to styles of play found online, are drivers for many casual D&D gamers who are not so much looking for epic sagas and are instead more so looking to roll some dice without simulating random punishment. 5e dialed save-or-suck back for the same reason they reinforced hitting more often - popular sentiment suggests winning is good and random loss is bad.</p></blockquote><p></p>
[QUOTE="ikos, post: 7858359, member: 6944231"] I too enjoy rich character development and moving narratives, but am not quite sure that is what is going on at 75% of tables. Moreover, I’ve seldom seen a death of any sort damper the creative spirit of players who dig to role play and help construct deep narratives. The relationship between a distaste for random death and a desire/ability to create deep levels of character immersion is loose at best. Player expectation, based on the values of the era, more sunk cost in builds, and exposure to styles of play found online, are drivers for many casual D&D gamers who are not so much looking for epic sagas and are instead more so looking to roll some dice without simulating random punishment. 5e dialed save-or-suck back for the same reason they reinforced hitting more often - popular sentiment suggests winning is good and random loss is bad. [/QUOTE]
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