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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: 9549843" data-attributes="member: 6790260"><p>Then I think there should be useful, productive, well-made, <strong>completely opt-in</strong> rules to support their preference.</p><p></p><p>Just as things that I prefer--such as having actual mechanics for non-combat content, or protection against R/P/I deaths, or characters being able to craft their own preferred equipment--should have useful, productive, well-made, <strong>completely opt-in</strong> rules.</p><p></p><p>In the cases where a default really does have to be set, one useful (but not totally universal) rule of thumb is to look for one-way transitions, and set the default on the side that is easy to move away from, but hard to move toward. Well-constructed nontrivial asymmetric balance, for example, is a very difficult thing to generate in general, but extremely easy to deviate away from.</p><p></p><p>Conversely, I'm sure there are some areas where things I would prefer should not be the default. I'm a bit sleep-deprived so no real zingers are coming to mind, but for some less-dramatic ones, "quest" rules for helping players set worthwhile and achievable goals and then earn XP for completing them, "reskinning++" rules that provide a reliable structure for (just as an example) how to make minor but meaningful gameplay changes (such as swapping elements on spells or features so that a "cryomancer" character is reasonable without being abusive), would make sense as being inherently opt-in, rather than an opt-out baseline. Likewise, given the difficulty of creating a reasonably-comprehensive baseline of DCs that aren't just blanket fixed values, even though such an "encyclopedic" approach (as I term it) is...very much not to my taste, that should probably be a default starting point, with both highly-simplified (for "OSR" type gamers) and improvisation-focused (for folks like me) alternatives as opt-in mechanics layered on top or taking the place of those rules.</p><p></p><p>No single universal pattern or rubric can exist for saying what things definitely should be a shared default and what things should be opt-in alternatives, but I've never seen a single shred of evidence that we couldn't do much, much, <em>much</em> better than 5e has with integrating diverse perspectives.</p><p></p><p></p><p>Do you think I have a <em>choice</em> in the matter? You might as well tell me not to feel humble feelings when I see a sublime waterfall (happened earlier this week) or righteous indignation when I hear about an acquaintance being mocked and belittled by a friend for being transgender (happened a few hours ago, someone I know on NationStates recently came out as trans to their friends, and one of them--a gay man to boot!--openly denied that transgender identity even exists.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9549843, member: 6790260"] Then I think there should be useful, productive, well-made, [B]completely opt-in[/B] rules to support their preference. Just as things that I prefer--such as having actual mechanics for non-combat content, or protection against R/P/I deaths, or characters being able to craft their own preferred equipment--should have useful, productive, well-made, [B]completely opt-in[/B] rules. In the cases where a default really does have to be set, one useful (but not totally universal) rule of thumb is to look for one-way transitions, and set the default on the side that is easy to move away from, but hard to move toward. Well-constructed nontrivial asymmetric balance, for example, is a very difficult thing to generate in general, but extremely easy to deviate away from. Conversely, I'm sure there are some areas where things I would prefer should not be the default. I'm a bit sleep-deprived so no real zingers are coming to mind, but for some less-dramatic ones, "quest" rules for helping players set worthwhile and achievable goals and then earn XP for completing them, "reskinning++" rules that provide a reliable structure for (just as an example) how to make minor but meaningful gameplay changes (such as swapping elements on spells or features so that a "cryomancer" character is reasonable without being abusive), would make sense as being inherently opt-in, rather than an opt-out baseline. Likewise, given the difficulty of creating a reasonably-comprehensive baseline of DCs that aren't just blanket fixed values, even though such an "encyclopedic" approach (as I term it) is...very much not to my taste, that should probably be a default starting point, with both highly-simplified (for "OSR" type gamers) and improvisation-focused (for folks like me) alternatives as opt-in mechanics layered on top or taking the place of those rules. No single universal pattern or rubric can exist for saying what things definitely should be a shared default and what things should be opt-in alternatives, but I've never seen a single shred of evidence that we couldn't do much, much, [I]much[/I] better than 5e has with integrating diverse perspectives. Do you think I have a [I]choice[/I] in the matter? You might as well tell me not to feel humble feelings when I see a sublime waterfall (happened earlier this week) or righteous indignation when I hear about an acquaintance being mocked and belittled by a friend for being transgender (happened a few hours ago, someone I know on NationStates recently came out as trans to their friends, and one of them--a gay man to boot!--openly denied that transgender identity even exists.) [/QUOTE]
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