Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
How Often Should a PC Die in D&D 5e?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 9544192" data-attributes="member: 6790260"><p>I just don't really see why these two things are so separate. This applies to [USER=6747251]@Micah Sweet[/USER] as well. I don't understand why agency <em>exclusively within behavior</em> is absolutely sacrosanct, the player MUST always be able to play EXACTLY the kind of behavior they want, no matter how disruptive that might be, but their agency <em>within selection</em> is totally unimportant and not only can but <em>should</em> be thrust aside any and every time it might be disruptive to some other goal.</p><p></p><p>That's where I see a disconnect. One side makes an aspect of player agency sacrosanct no matter how disruptive it might be, the other condemns an aspect of player agency specifically because it might, possibly, be disruptive. Why are behavioral disruptions sacrosanct, but character-selection disruptions anathema?</p><p></p><p></p><p>High reward is worthless when you die after your second or third or fourth high risk.</p><p></p><p>That's the problem. A given character isn't taking <em>one</em> high risk. They're taking high risk after high risk after high risk after...etc. The <em>inevitable</em> end of that is death by high risk. Playing it safe doesn't earn you the big bucks. But it does mean you last a hell of a lot longer.</p><p></p><p>A 99% chance of making $1000 and a 1% chance of gruesome death, vs a 50% chance of making $1 billion dollars and a 50% chance of gruesdome death? After only five such consecutive risks, you have the same chance of <em>dying</em> in the first path as you do <em>surviving</em> in the second. Sure, you've only made $5000 as opposed to the theoretical $5,000,000,000 you could've made--literally a million times more!--but a billion dollars is worthless when you're dead.</p><p></p><p></p><p>Tell me. If your well-loved friends of many years exhibit just one single behavior that isn't entirely the way you'd like, would you "let [them] go on [their] way" and instead seek out total strangers to bring in for stuff?</p><p></p><p>Because that's literally what you're telling me to do here. These players aren't randos who responded to an ad. They're my good friends. I invited them into the game specifically because I like and appreciate their thoughts and tastes. That they are skittish and risk-averse is simply part of working with them to produce a good game. It is not, in any way, some kind of failing or problem with them that would induce me to dump them.</p><p></p><p></p><p>Then that just reinforces the problem. People who backstab one another without a second thought are <em>exactly</em> the kind of people who do the thing that you find so annoying, leaving someone to die when sticking around another handful of rounds would mean no one dies.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9544192, member: 6790260"] I just don't really see why these two things are so separate. This applies to [USER=6747251]@Micah Sweet[/USER] as well. I don't understand why agency [I]exclusively within behavior[/I] is absolutely sacrosanct, the player MUST always be able to play EXACTLY the kind of behavior they want, no matter how disruptive that might be, but their agency [I]within selection[/I] is totally unimportant and not only can but [I]should[/I] be thrust aside any and every time it might be disruptive to some other goal. That's where I see a disconnect. One side makes an aspect of player agency sacrosanct no matter how disruptive it might be, the other condemns an aspect of player agency specifically because it might, possibly, be disruptive. Why are behavioral disruptions sacrosanct, but character-selection disruptions anathema? High reward is worthless when you die after your second or third or fourth high risk. That's the problem. A given character isn't taking [I]one[/I] high risk. They're taking high risk after high risk after high risk after...etc. The [I]inevitable[/I] end of that is death by high risk. Playing it safe doesn't earn you the big bucks. But it does mean you last a hell of a lot longer. A 99% chance of making $1000 and a 1% chance of gruesome death, vs a 50% chance of making $1 billion dollars and a 50% chance of gruesdome death? After only five such consecutive risks, you have the same chance of [I]dying[/I] in the first path as you do [I]surviving[/I] in the second. Sure, you've only made $5000 as opposed to the theoretical $5,000,000,000 you could've made--literally a million times more!--but a billion dollars is worthless when you're dead. Tell me. If your well-loved friends of many years exhibit just one single behavior that isn't entirely the way you'd like, would you "let [them] go on [their] way" and instead seek out total strangers to bring in for stuff? Because that's literally what you're telling me to do here. These players aren't randos who responded to an ad. They're my good friends. I invited them into the game specifically because I like and appreciate their thoughts and tastes. That they are skittish and risk-averse is simply part of working with them to produce a good game. It is not, in any way, some kind of failing or problem with them that would induce me to dump them. Then that just reinforces the problem. People who backstab one another without a second thought are [I]exactly[/I] the kind of people who do the thing that you find so annoying, leaving someone to die when sticking around another handful of rounds would mean no one dies. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How Often Should a PC Die in D&D 5e?
Top