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How tough should a DM be?
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<blockquote data-quote="Goddess FallenAngel" data-source="post: 1050082" data-attributes="member: 11434"><p>How about I add a player perspective to this?</p><p></p><p>I don't enjoy high-mortality games at all. My greatest pleasure is roleplaying - not hack-n-slash, and (I'm biased) I automatically place any game/DM with a high mortality rate right into hack-n-slash. There are many people who enjoy that sort of thing, though. I'm just not one of them. Frankly, I personally wouldn't even join a game where the DM told me to prep 3 PCs - there's nothing so disappointing as spending alot of time working out character background, appearance, personality, and then haveing to make a new one the first game session. But, putting that rant aside... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /></p><p></p><p>What level are you going for? In most DnD worlds, "death is only a 10 minute break in the action" as I have heard it put, simply because of all the Raise Dead/Resurrection/True Res spells out there... unless, of course, you are low-level (or in a low-magic world).</p><p></p><p>Also, I do not believe that "dead fair" (as you put it) games <em>need</em> to be high-mortality. One of my past DMs ran without a DM screen - open rolls, the whole bit - and because he gauged the encounters to the PC's level, we really did not have a high mortality rate at all. My current DM (who happens to be my SO, which means I know that I am correct on this, as I see him work on the game, and he bounces ideas off of me) takes alot of time gauging encounters to our PC's abilities. With 3rd edition, this is much easier than previous editions, because of the CR and EL system.</p><p></p><p>In both games that I mention above, PCs did die - and in each we did encounter NPCs/situations that we just simply were not meant to fight (and in one case did, which resulted in a few PC's deaths), as well as battles with NPCs that we were meant to fight - and lose, but not necissarily die. Story-line battles.</p><p></p><p>If you want to run an in-your-face, realistic game, then do so by all means - warn your players that you do not pull your punches. If you think that a certain situation calls for a higher CR encounter than the PCs can handle, I don't see any reason not to place it there - but give the PCs an out, another way to deal with the encounter, or simply a way to avoid it. And just perhaps, let them know before they go on a quest with such an encounter along the way that they "think this may be a bit too much for (their} abilities". One of the DMs I had used to make us roll an intellegence test whenever we were about to do something stupid - then give out PCs a prompt just like the one above. If we still wanted to go ahead and do it, that was fine - but we had been warned. This way, you can still have your 'realistic' game, but allow the PCs to keep the characters they've worked so hard on at the same time.</p></blockquote><p></p>
[QUOTE="Goddess FallenAngel, post: 1050082, member: 11434"] How about I add a player perspective to this? I don't enjoy high-mortality games at all. My greatest pleasure is roleplaying - not hack-n-slash, and (I'm biased) I automatically place any game/DM with a high mortality rate right into hack-n-slash. There are many people who enjoy that sort of thing, though. I'm just not one of them. Frankly, I personally wouldn't even join a game where the DM told me to prep 3 PCs - there's nothing so disappointing as spending alot of time working out character background, appearance, personality, and then haveing to make a new one the first game session. But, putting that rant aside... :rolleyes: What level are you going for? In most DnD worlds, "death is only a 10 minute break in the action" as I have heard it put, simply because of all the Raise Dead/Resurrection/True Res spells out there... unless, of course, you are low-level (or in a low-magic world). Also, I do not believe that "dead fair" (as you put it) games [i]need[/i] to be high-mortality. One of my past DMs ran without a DM screen - open rolls, the whole bit - and because he gauged the encounters to the PC's level, we really did not have a high mortality rate at all. My current DM (who happens to be my SO, which means I know that I am correct on this, as I see him work on the game, and he bounces ideas off of me) takes alot of time gauging encounters to our PC's abilities. With 3rd edition, this is much easier than previous editions, because of the CR and EL system. In both games that I mention above, PCs did die - and in each we did encounter NPCs/situations that we just simply were not meant to fight (and in one case did, which resulted in a few PC's deaths), as well as battles with NPCs that we were meant to fight - and lose, but not necissarily die. Story-line battles. If you want to run an in-your-face, realistic game, then do so by all means - warn your players that you do not pull your punches. If you think that a certain situation calls for a higher CR encounter than the PCs can handle, I don't see any reason not to place it there - but give the PCs an out, another way to deal with the encounter, or simply a way to avoid it. And just perhaps, let them know before they go on a quest with such an encounter along the way that they "think this may be a bit too much for (their} abilities". One of the DMs I had used to make us roll an intellegence test whenever we were about to do something stupid - then give out PCs a prompt just like the one above. If we still wanted to go ahead and do it, that was fine - but we had been warned. This way, you can still have your 'realistic' game, but allow the PCs to keep the characters they've worked so hard on at the same time. [/QUOTE]
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