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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: 9544707" data-attributes="member: 6790260"><p>You've just made the argument circular. It's verboten because the DM decides it's verboten, but the DM doesn't decide the other is verboten because the DM doesn't decide to. <em>Why</em> are these two things given different standards? Why is disruptiveness as a result of player agency totally unacceptable with setting (frankly, game design is 99% irrelevant here), but totally sacrosanct with behavior? Give me an argument that doesn't boil down to "DM says", an argument that actually<strong> justifies</strong> why player-agency-caused disruption is unacceptable in one arena but must be absolutely protected in the other.</p><p></p><p></p><p>...which is exactly the problem I keep noting to you. Being rational means choosing boredom; choosing excitement means choosing frequent, severe failure.</p><p></p><p>What if we did something where the choice wasn't failure vs boredom, but rather...y'know, <em>anything else?</em> What is gained by forcing a "be cool but fail, or be boring but succeed" choice? How is that <em>better</em> than cultivating choices where <em>all</em> of the options are interesting, just in different ways?</p><p></p><p></p><p>I don't have any other friends who play.</p><p></p><p></p><p>Not really. Just means adjusting my DM approach. Which isn't hard. It's occasionally frustrating, but show me a DM who doesn't occasionally get frustrated by their players and I'll show you a liar.</p><p></p><p></p><p>This would have zero positive effects. Genuinely nothing productive, <em>not even laughter</em>, would arise from doing this.</p><p></p><p></p><p>I am absolutely against fudging, for any reason, ever. Even if I weren't, the system I use involves all player-action rolls being made in the open. I <em>can't</em> do the thing you've described with Dungeon World.</p><p></p><p></p><p>You're dodging the fundamental issue: The very thing you've claimed bothers you <em>is what this attitude encourages doing</em>. That's the key problem here. Encouraging ultra-mercenary, purely-selfish behavior IS encouraging people to abandon their erstwhile allies the moment the pecuniary calculus indicates that there's more moolah to be made by doing so.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9544707, member: 6790260"] You've just made the argument circular. It's verboten because the DM decides it's verboten, but the DM doesn't decide the other is verboten because the DM doesn't decide to. [I]Why[/I] are these two things given different standards? Why is disruptiveness as a result of player agency totally unacceptable with setting (frankly, game design is 99% irrelevant here), but totally sacrosanct with behavior? Give me an argument that doesn't boil down to "DM says", an argument that actually[B] justifies[/B] why player-agency-caused disruption is unacceptable in one arena but must be absolutely protected in the other. ...which is exactly the problem I keep noting to you. Being rational means choosing boredom; choosing excitement means choosing frequent, severe failure. What if we did something where the choice wasn't failure vs boredom, but rather...y'know, [I]anything else?[/I] What is gained by forcing a "be cool but fail, or be boring but succeed" choice? How is that [I]better[/I] than cultivating choices where [I]all[/I] of the options are interesting, just in different ways? I don't have any other friends who play. Not really. Just means adjusting my DM approach. Which isn't hard. It's occasionally frustrating, but show me a DM who doesn't occasionally get frustrated by their players and I'll show you a liar. This would have zero positive effects. Genuinely nothing productive, [I]not even laughter[/I], would arise from doing this. I am absolutely against fudging, for any reason, ever. Even if I weren't, the system I use involves all player-action rolls being made in the open. I [I]can't[/I] do the thing you've described with Dungeon World. You're dodging the fundamental issue: The very thing you've claimed bothers you [I]is what this attitude encourages doing[/I]. That's the key problem here. Encouraging ultra-mercenary, purely-selfish behavior IS encouraging people to abandon their erstwhile allies the moment the pecuniary calculus indicates that there's more moolah to be made by doing so. [/QUOTE]
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