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How Often Should a PC Die in D&D 5e?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9536905" data-attributes="member: 6790260"><p>Well, I don't actually find it trivial--it is the folks complaining about resurrection magic that find it trivial.</p><p></p><p></p><p>That's literally what WE are talking about here. WE are the ones who want more sources of tension other than character death. It is everyone else telling US that the only valid source of tension is character death.</p><p></p><p>YOUR side, including you personally, has repeatedly said that the game ceases to have meaning if random, permanent, irrevocable death isn't an ever-present threat. That the game stops having any tension or challenge the instant any form of managing random, permanent, irrevocable death is introduced, that we should just engage in group storytelling because we've apparently destroyed the ENTIRE game just by altering this one, small part of one specific form of consequence.</p><p></p><p></p><p>1: I don't find it trivial. 2: Even if I did, I find other aspects of it (mostly gameplay, rather than narrative) actually interesting.</p><p></p><p>In fact, I really wish HP in 5e still worked like 4e. Healing Surges, with a system based on needing them, are both more realistic (the recovery of homeostasis can be slow!) <em>and</em> provide more game design space than Hit Dice, with a system based on <em>not</em> needing them. Minor-action healing (what 5e would call "Bonus action" healing) makes for much more interesting support characters, because you can heal others AND do something that actually advances the fight, rather than merely undoing a bad thing. And, because 4e death saves don't reset until you take at least a short rest, the "whack-a-mole" healing problem never occurred in 4e.</p><p></p><p>But that's definitely too much said about an off-topic thing.</p><p></p><p></p><p>I mean, when you do the specific things you've told us to do, rather than...not doing those things?</p><p></p><p>Removing random, permanent, irrevocable character death absolutely is not "just adjudicating story time." It is, frankly, extremely annoying that you keep saying this without any actual justification. Just because you've said it four times now doesn't mean it's true.</p><p></p><p></p><p>Again, you keep saying things like "Knowing I will always win".</p><p></p><p>This is an abject falsehood. I have explicitly said this, several times, at least one of them directly to you. Please stop saying this, because at this point, you are actively choosing to ignore the people telling you your statement is wrong and disparaging, in order to keep making that statement.</p><p></p><p>Nobody "always wins" at my table. Nobody gets to win without working for it--and there are times where even if you work for it, you may still lose. I just want "lose" to not mean "your story ENDS, you LOSE, good DAY sir!" I want it to mean, "Your story just got a hell of a lot darker" or "now you have to figure out how to live with this consequence" or "now you must make a Sophie's choice" or...etc.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9536905, member: 6790260"] Well, I don't actually find it trivial--it is the folks complaining about resurrection magic that find it trivial. That's literally what WE are talking about here. WE are the ones who want more sources of tension other than character death. It is everyone else telling US that the only valid source of tension is character death. YOUR side, including you personally, has repeatedly said that the game ceases to have meaning if random, permanent, irrevocable death isn't an ever-present threat. That the game stops having any tension or challenge the instant any form of managing random, permanent, irrevocable death is introduced, that we should just engage in group storytelling because we've apparently destroyed the ENTIRE game just by altering this one, small part of one specific form of consequence. 1: I don't find it trivial. 2: Even if I did, I find other aspects of it (mostly gameplay, rather than narrative) actually interesting. In fact, I really wish HP in 5e still worked like 4e. Healing Surges, with a system based on needing them, are both more realistic (the recovery of homeostasis can be slow!) [I]and[/I] provide more game design space than Hit Dice, with a system based on [I]not[/I] needing them. Minor-action healing (what 5e would call "Bonus action" healing) makes for much more interesting support characters, because you can heal others AND do something that actually advances the fight, rather than merely undoing a bad thing. And, because 4e death saves don't reset until you take at least a short rest, the "whack-a-mole" healing problem never occurred in 4e. But that's definitely too much said about an off-topic thing. I mean, when you do the specific things you've told us to do, rather than...not doing those things? Removing random, permanent, irrevocable character death absolutely is not "just adjudicating story time." It is, frankly, extremely annoying that you keep saying this without any actual justification. Just because you've said it four times now doesn't mean it's true. Again, you keep saying things like "Knowing I will always win". This is an abject falsehood. I have explicitly said this, several times, at least one of them directly to you. Please stop saying this, because at this point, you are actively choosing to ignore the people telling you your statement is wrong and disparaging, in order to keep making that statement. Nobody "always wins" at my table. Nobody gets to win without working for it--and there are times where even if you work for it, you may still lose. I just want "lose" to not mean "your story ENDS, you LOSE, good DAY sir!" I want it to mean, "Your story just got a hell of a lot darker" or "now you have to figure out how to live with this consequence" or "now you must make a Sophie's choice" or...etc. [/QUOTE]
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