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How many PCs have you had die?
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<blockquote data-quote="pming" data-source="post: 6856760" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>In full agreement here! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>Different strokes and all that I think. I can understand your POV, and share some of it, but bad dice rolls are a BIG part of the game. Without them (e.g., if only 'good' dice rolls counted) everyone might as well be playing some heavily narrative-story-game or watching a movie together. It's the bad dice rolls, in my experience, that give just as much awesomeness as the good dice rolls. When a group can remember fondly both times when Cheryl's character critically fumbled, then critically hit herself, and died from it...and remember when Curtis's tiny little 1st level pixie fairy thief pulled off some amazing sneaking rolls, got a critical hit with his backstab, and killed the bugbear chieftain without any of his bodyguards noticing, then successfully snuk out of the area back to the party? Well, both GOOD and BAD rolls played a part in those awesome story elements. They are the randomness that binds the whole campaign narrative together. You can't drop one without the whole campaign suffering. IMNSHO.</p><p></p><p>As for it being a "<em>sign that the enemies are too overpowered</em>"...I'd just like to add an "...<em>or the players are too overconfident</em>". <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> If the DM runs his games with "CR balanced encounters only", then I can totally see why a player in this type of campaign may get annoyed with dying 'all the time'. But if the player doesn't get used to this, and in stead gets used to trusting the DM to have a "internal campaign logic" for his game, then I believe everyone at the table benefits greatly. The players know that if their 3rd level characters hear of <em>"A tower now inhabited by a vampire!"</em>, they know to double and triple check to see if it actually <em>is</em> a vampire (or likely). If the answer is yes...then the PC's <em>shouldn't go exploring that tower!</em> In games where the DM "builds CR appropriate encounters", no worries...off you go! I mean, the DM wouldn't use an <em>actual</em> vampire...everyone would die and that 'wouldn't be fun'. </p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6856760, member: 45197"] Hiya! In full agreement here! :) Different strokes and all that I think. I can understand your POV, and share some of it, but bad dice rolls are a BIG part of the game. Without them (e.g., if only 'good' dice rolls counted) everyone might as well be playing some heavily narrative-story-game or watching a movie together. It's the bad dice rolls, in my experience, that give just as much awesomeness as the good dice rolls. When a group can remember fondly both times when Cheryl's character critically fumbled, then critically hit herself, and died from it...and remember when Curtis's tiny little 1st level pixie fairy thief pulled off some amazing sneaking rolls, got a critical hit with his backstab, and killed the bugbear chieftain without any of his bodyguards noticing, then successfully snuk out of the area back to the party? Well, both GOOD and BAD rolls played a part in those awesome story elements. They are the randomness that binds the whole campaign narrative together. You can't drop one without the whole campaign suffering. IMNSHO. As for it being a "[I]sign that the enemies are too overpowered[/I]"...I'd just like to add an "...[I]or the players are too overconfident[/I]". ;) If the DM runs his games with "CR balanced encounters only", then I can totally see why a player in this type of campaign may get annoyed with dying 'all the time'. But if the player doesn't get used to this, and in stead gets used to trusting the DM to have a "internal campaign logic" for his game, then I believe everyone at the table benefits greatly. The players know that if their 3rd level characters hear of [I]"A tower now inhabited by a vampire!"[/I], they know to double and triple check to see if it actually [I]is[/I] a vampire (or likely). If the answer is yes...then the PC's [I]shouldn't go exploring that tower![/I] In games where the DM "builds CR appropriate encounters", no worries...off you go! I mean, the DM wouldn't use an [I]actual[/I] vampire...everyone would die and that 'wouldn't be fun'. ^_^ Paul L. Ming [/QUOTE]
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