Is Losing your Turn The Worst That Can Happen

Reynard

aka Ian Eller
Supporter
This comes up in threads now and again, and recently someone said they would rather their character die than be denies their turn multiple rounds in a row.

Is that a general truth, do you think? Do you think most players think losing their turn in combat is the worst/least fun effect? And do you feel that way as a player? What about as a GM?
 

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So, no, as a one off, losing a turn isnt near as bad as character death.
What hurts is that many lose your turn effects are ongoing ones. Each round you check to see if the Hold Person effect ends for example. So I can see how for some, the quick band-aid torn off of "You are dead" means you can at least walk away from the table it you need a moment. But being stuck not knowing round after round can be torturous.
Solutions? Make the saves get easier each time?
 

No

Seemingly being denied player agency for long periods of stretch at a time, perhaps you do not buy the illusion anymore; or
The game slowing down to a crawl because
(a) a DM waxes on and on which gets you and/or others thinking what else you/they could be doing with their time; or
(b) a Player is unfairly monopolising their time, being inconsiderate to others and the limited available play time for the group
etc

These I find far worse than losing one's turn due to playing the game (i.e. following the mechanics) ;)
 
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As a GM I hate it- I feel like I'm letting the player down, killing their enjoyment by basically not letting them play the game. I want to do anything I can do avoid it... Which sucks, because a lot of cool bad guy abilities and/or their ability to threaten the PCs beyond just "haha moar damage" uses stuff like Stun or Paralyze.

I'm always trying to think of different ways to handle it... From nerfing the Stunned condition (usually there are more ways to end Paralyze than Stun) to considering some sort of "you can act but you'll take a bunch of damage" etc. I don't know the solution.

As someone above said, this is one use for NPCs or followers, but it's definitely a bandaid for what I consider a problem.
 

So, no, as a one off, losing a turn isnt near as bad as character death.
What hurts is that many lose your turn effects are ongoing ones. Each round you check to see if the Hold Person effect ends for example. So I can see how for some, the quick band-aid torn off of "You are dead" means you can at least walk away from the table it you need a moment. But being stuck not knowing round after round can be torturous.
Solutions? Make the saves get easier each time?
It's not as bad as dying, but getting shut down with a save you literally can't make does suck.

The idea of the save/s getting easier isn't bad, but if there's an expectation of symmetry at the table then that's going to nerf some things the PCs will (or at least might) want to do, as well. (That's not insoluble, but it'd need addressing.)
 


This comes up in threads now and again, and recently someone said they would rather their character die than be denies their turn multiple rounds in a row.

Is that a general truth, do you think? Do you think most players think losing their turn in combat is the worst/least fun effect? And do you feel that way as a player? What about as a GM?
As frustrating as losing a turn can be from time to time, I think there's a serious (and maybe growing) problem in the community when losing turns is the worst thing that can happen. Games naturally have some give and take and while I do agree that overly powerful save or sit kinds of mechanics are a bad idea, it's not like D&D and other RPGs don't have a variety of ways to ameliorate the condition - whether it be through ongoing saves, hero points/inspiration, concentration breaking, or remedial abilities wielded by other PCs.
 

As frustrating as losing a turn can be from time to time, I think there's a serious (and maybe growing) problem in the community when losing turns is the worst thing that can happen. Games naturally have some give and take and while I do agree that overly powerful save or sit kinds of mechanics are a bad idea, it's not like D&D and other RPGs don't have a variety of ways to ameliorate the condition - whether it be through ongoing saves, hero points/inspiration, concentration breaking, or remedial abilities wielded by other PCs.
I don't disagree that the badness of turn loss is being overemphasized, but as you seem to recognize it does suck--especially if it's recurring or extended, and (practically) unavoidable.
 

I don't think losing a turn is the WORST thing that can happen, but it is pretty terrible.

One of the things I like about 5e, and have imported into my DCC game, is allowing characters to repeat a saving throw on each of their turns to try and throw off the effect. Some might argue that alloing a save each round diminishes the "old school" feel of the game, but IMO being takn out of the game for long stretches of time - with no option for anything to do other than watch others play - is one aspect of old school play that is best left in the past.
 
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