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How Often Should a PC Die in D&D 5e?
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<blockquote data-quote="adrianthebard" data-source="post: 9534285" data-attributes="member: 7048249"><p>we can surely agree to disagree. other than that, allow me reciprocate on these 3 points a while longer:</p><p></p><p>a) nobody is forced under this approach. it just opens an alternative path to success. you can still roll, and roll well, but having the initial argument affect the outcome even partially allows for verisimiltude, and that's often what's needed the most. you clearly care less about it than i do (which is fine btw). keep in mind that one under such paradigm could craft the most inane argument to ask the dragon to donate his treasure (which is foolish by itself) and roll and achieve such result. i would disallow that, dragons don't abandon their hoards no matter what you say to them, no matter you rolled 50+ on diplomacy. </p><p><em>unless</em>, you told the dragon there was a bigger hoard to get, you're just guarding their hoard till they come back to retrieve it, and have the skull of dragon 2 to demonstrate their lair is, in fact, vacant. then i would allow a roll, why not? the context could very well call for one, it isn't impossible dragon 1 would fall for it, just higly unlikely. my task is to make it so. so that your victory is earned.</p><p></p><p>b) i'm talking game design, you're talking game rules. of course chars have skills, but exercising them requires no effort whatsoever on the player, how can you play any game and win without effort, and be satisfied about it? most TTG (barring monopoly) require cognitive skills to be employed in play, most by logical thinking, others by strategic thinking, most often both. other are games of (LOW AND BEHOLD) social deduction and table talk. you can't have a player do pushups to determine STR ofc. but if not that, what are rpgs demanding of their players, on what tasks hinges success when playing them? could you articulate that?</p><p></p><p>c) it definitely can, inclusion and setting comfortable environments for your players is also very important. as long as the game is still fun. also don't forget that some players won't come to your table just to live a fantasy or escapism. some will want challenge from you. and there is no challenge in rolling a dice, save from remembering the page on the handbook and some basic summation and subtraction.</p></blockquote><p></p>
[QUOTE="adrianthebard, post: 9534285, member: 7048249"] we can surely agree to disagree. other than that, allow me reciprocate on these 3 points a while longer: a) nobody is forced under this approach. it just opens an alternative path to success. you can still roll, and roll well, but having the initial argument affect the outcome even partially allows for verisimiltude, and that's often what's needed the most. you clearly care less about it than i do (which is fine btw). keep in mind that one under such paradigm could craft the most inane argument to ask the dragon to donate his treasure (which is foolish by itself) and roll and achieve such result. i would disallow that, dragons don't abandon their hoards no matter what you say to them, no matter you rolled 50+ on diplomacy. [I]unless[/I], you told the dragon there was a bigger hoard to get, you're just guarding their hoard till they come back to retrieve it, and have the skull of dragon 2 to demonstrate their lair is, in fact, vacant. then i would allow a roll, why not? the context could very well call for one, it isn't impossible dragon 1 would fall for it, just higly unlikely. my task is to make it so. so that your victory is earned. b) i'm talking game design, you're talking game rules. of course chars have skills, but exercising them requires no effort whatsoever on the player, how can you play any game and win without effort, and be satisfied about it? most TTG (barring monopoly) require cognitive skills to be employed in play, most by logical thinking, others by strategic thinking, most often both. other are games of (LOW AND BEHOLD) social deduction and table talk. you can't have a player do pushups to determine STR ofc. but if not that, what are rpgs demanding of their players, on what tasks hinges success when playing them? could you articulate that? c) it definitely can, inclusion and setting comfortable environments for your players is also very important. as long as the game is still fun. also don't forget that some players won't come to your table just to live a fantasy or escapism. some will want challenge from you. and there is no challenge in rolling a dice, save from remembering the page on the handbook and some basic summation and subtraction. [/QUOTE]
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