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Is Dying Such a Bad Thing?
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<blockquote data-quote="Rechan" data-source="post: 5195021" data-attributes="member: 54846"><p>And here I thought this thread would be how killing someone can be evil if everyone knows they're going to their heaven (or justly put in their hell). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>To the OP, from the impression I get from the table, they were trying to <em>get out alive</em>. Most people aren't suicidal, and that translates to their characters. It wasn't the RISK of death, but the <em>promise</em> of it. There's nothing awesome about the 1st level PC kicking a sleeping dragon. </p><p></p><p>I think a few things.</p><p></p><p>1) I think death is the least <em>interesting</em> result of failure. Dying is easy - you're dead and don't have to worry about the repercussions. When failure results in someone <em>else</em> dying, or something else happening that leaves you alive but much, much worse off, it's more of an impact.</p><p></p><p>2) Dying (at least in terms of a TPK) means you <em>lost everything</em>, typically the quest, etc. Usually it means a new campaign, rather than continuing. And to point 1, if you lose when on something important, the bad guy gets to go free and do his thing. If <em>not</em>, if you died to some random encounter, you died in vain and uninteresting way. </p><p></p><p>3) I personally don't have a problem with death. Not because "No risk no reward", I just have <em>so many character ideas</em> that I'd <em>rather</em> my character die than I play the same guy the whole 30 levels. </p><p></p><p>4) With #3 said, I'd rather die cool.</p><p></p><p>5) I hate Raise Dead. It makes death a temporary inconvenience. If you're coming back from the dead in my games, either you do so because Something Is Going On plot wise, or your party marched in and dragged your soul out of the Land of the Dead.</p></blockquote><p></p>
[QUOTE="Rechan, post: 5195021, member: 54846"] And here I thought this thread would be how killing someone can be evil if everyone knows they're going to their heaven (or justly put in their hell). :p To the OP, from the impression I get from the table, they were trying to [I]get out alive[/I]. Most people aren't suicidal, and that translates to their characters. It wasn't the RISK of death, but the [I]promise[/I] of it. There's nothing awesome about the 1st level PC kicking a sleeping dragon. I think a few things. 1) I think death is the least [I]interesting[/I] result of failure. Dying is easy - you're dead and don't have to worry about the repercussions. When failure results in someone [i]else[/i] dying, or something else happening that leaves you alive but much, much worse off, it's more of an impact. 2) Dying (at least in terms of a TPK) means you [I]lost everything[/I], typically the quest, etc. Usually it means a new campaign, rather than continuing. And to point 1, if you lose when on something important, the bad guy gets to go free and do his thing. If [I]not[/I], if you died to some random encounter, you died in vain and uninteresting way. 3) I personally don't have a problem with death. Not because "No risk no reward", I just have [I]so many character ideas[/I] that I'd [I]rather[/I] my character die than I play the same guy the whole 30 levels. 4) With #3 said, I'd rather die cool. 5) I hate Raise Dead. It makes death a temporary inconvenience. If you're coming back from the dead in my games, either you do so because Something Is Going On plot wise, or your party marched in and dragged your soul out of the Land of the Dead. [/QUOTE]
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