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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: 9540308" data-attributes="member: 6790260"><p>Not at all. People can play whatever characters they like. They just need to not resort to <em>physical violence</em> to solve conflicts that arise.</p><p></p><p>No PC party I've ever been in has had an issue that rose to the level of outright physical violence between them. Arguments, sure! Arguments are fine. Hurt feelings? Great! That's excellent future story potential, whether a nursed grudge or someone finally relenting and apologizing or whatever else. Party split? Well, so long as it's temporary, that's good too--after all, how many serialized narratives have at least one "person alone" arc to show how much that person needs their companions and vice versa?</p><p></p><p>It's <em>just</em> physical violence. Hell, I'd even be happy with "a fight ALMOST broke out between Alice and Betty, but Claire kept them apart until cooler heads prevailed."</p><p></p><p></p><p>Absolutely not. I have <em>frequently</em> been the only Lawful character in a party. I have never once demanded anyone else play any alignment. I am a firm believer in the "set a good example" approach to alignment stuff. Being a bossy jerk just makes people hate you. <em>Show</em> them the benefits of your ways, and you won't have to <em>tell</em> them anything. And it works, pretty consistently actually. Turns out being a genuinely kind, upstanding, merciful person who visibly struggles with doing the right thing, but consistently pushes toward it anyway, is a pretty good way to make friends and influence people.</p><p></p><p>You don't win hearts and minds by being a tyrannical arse. You win them by putting <em>your own</em> arse on the line, time after time after time after time, even for people who have been ungrateful, mean-spirited, or hurtful. And when you let that light inside show, it <em>really can</em> change others for the better.</p><p></p><p>In most cases, I actually really <em>like</em> having at least one Chaotic Good teammate. They have skills, life-experience, and methods of thinking that I, and thus my characters, will often lack or overlook. You'd be surprised how much you can do by just showing trust in another.</p><p></p><p></p><p>Oh, I'm quite well aware that Chaotic Good is the most common alignment, and that Neutral Good is the second, because it's for people who aren't entirely comfortable expressing their disdain for formal systems as a societal structure. Usually, Chaotic and/or Chaotic-leaning Neutral characters are the majority in any party I play in. On the rare occasions this isn't true, it's because there's another LG (almost all of my characters are LG, it's just what I'm comfortable playing) and one LN because someone felt like playing a rigorously by-the-book Wizard or the like.</p><p></p><p></p><p>My understanding of the adventure path is that they are intended to, yes.</p><p></p><p></p><p>They would become deputies as part of joining. Being a member of the Royal Constabulary is an important element of the adventure path.</p><p></p><p></p><p>This would be...unlikely. I'm not saying it can't happen, but you'd be pretty seriously deviating from the campaign premise by doing so, as I understand it. (I've tried <em>very very hard</em> to not get any spoilers for <em>Zeitgeist</em>, as I would like to play it someday and would prefer to experience it fresh.) What little I know about the later stages of the adventure path would make "you're a spy for a rival nation" a pretty serious problem, narratively, of the "painted into a corner" variety where there are no really good directions to go from there.</p><p></p><p></p><p>That's a thing the adventure path has some rules for. "On the take" in the strictest sense no, but corruption is perfectly possible. (Mostly, it's about retaining seized magic items, rather than handing them over to the Constabulary for analysis and, perhaps, provisioning to someone--whether you or another constable.)</p><p></p><p></p><p>I find it very strange that you are advocating for this here, where in previous situations I was under the impression that you were a strong believer in "DM Vision" and that things the DM established should not be contradicted by mere player-wanted-to-do-a-thing stuff.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9540308, member: 6790260"] Not at all. People can play whatever characters they like. They just need to not resort to [I]physical violence[/I] to solve conflicts that arise. No PC party I've ever been in has had an issue that rose to the level of outright physical violence between them. Arguments, sure! Arguments are fine. Hurt feelings? Great! That's excellent future story potential, whether a nursed grudge or someone finally relenting and apologizing or whatever else. Party split? Well, so long as it's temporary, that's good too--after all, how many serialized narratives have at least one "person alone" arc to show how much that person needs their companions and vice versa? It's [I]just[/I] physical violence. Hell, I'd even be happy with "a fight ALMOST broke out between Alice and Betty, but Claire kept them apart until cooler heads prevailed." Absolutely not. I have [I]frequently[/I] been the only Lawful character in a party. I have never once demanded anyone else play any alignment. I am a firm believer in the "set a good example" approach to alignment stuff. Being a bossy jerk just makes people hate you. [I]Show[/I] them the benefits of your ways, and you won't have to [I]tell[/I] them anything. And it works, pretty consistently actually. Turns out being a genuinely kind, upstanding, merciful person who visibly struggles with doing the right thing, but consistently pushes toward it anyway, is a pretty good way to make friends and influence people. You don't win hearts and minds by being a tyrannical arse. You win them by putting [I]your own[/I] arse on the line, time after time after time after time, even for people who have been ungrateful, mean-spirited, or hurtful. And when you let that light inside show, it [I]really can[/I] change others for the better. In most cases, I actually really [I]like[/I] having at least one Chaotic Good teammate. They have skills, life-experience, and methods of thinking that I, and thus my characters, will often lack or overlook. You'd be surprised how much you can do by just showing trust in another. Oh, I'm quite well aware that Chaotic Good is the most common alignment, and that Neutral Good is the second, because it's for people who aren't entirely comfortable expressing their disdain for formal systems as a societal structure. Usually, Chaotic and/or Chaotic-leaning Neutral characters are the majority in any party I play in. On the rare occasions this isn't true, it's because there's another LG (almost all of my characters are LG, it's just what I'm comfortable playing) and one LN because someone felt like playing a rigorously by-the-book Wizard or the like. My understanding of the adventure path is that they are intended to, yes. They would become deputies as part of joining. Being a member of the Royal Constabulary is an important element of the adventure path. This would be...unlikely. I'm not saying it can't happen, but you'd be pretty seriously deviating from the campaign premise by doing so, as I understand it. (I've tried [I]very very hard[/I] to not get any spoilers for [I]Zeitgeist[/I], as I would like to play it someday and would prefer to experience it fresh.) What little I know about the later stages of the adventure path would make "you're a spy for a rival nation" a pretty serious problem, narratively, of the "painted into a corner" variety where there are no really good directions to go from there. That's a thing the adventure path has some rules for. "On the take" in the strictest sense no, but corruption is perfectly possible. (Mostly, it's about retaining seized magic items, rather than handing them over to the Constabulary for analysis and, perhaps, provisioning to someone--whether you or another constable.) I find it very strange that you are advocating for this here, where in previous situations I was under the impression that you were a strong believer in "DM Vision" and that things the DM established should not be contradicted by mere player-wanted-to-do-a-thing stuff. [/QUOTE]
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