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<blockquote data-quote="Elf Witch" data-source="post: 5898402" data-attributes="member: 9037"><p>If your players are content then why is there any problem. </p><p></p><p>Our first 3.0 campaign we played for 18 months and got to seventh level. The DM just gave out small amounts of XP he didn't use the the by the book XP. It by far was my favorite game ever. I find that most games level way to fast and that most DMs can't really handle the higher level play and burn out.</p><p></p><p>Also being a certain level really lets you explore that level. I played a sorcerer and I found unique ways to use my spells that I doubt I would have found if we had every few weeks been on to newer and powerful stuff.</p><p></p><p>I am not a killer DM. I have things in place with my game that makes death much harder to happen like action points. Death can happen but it is rare. I find that doing this the risk is always there but since it is not happening all the time then the players really get into their characters something I don't believe happens as much if death happens all the time. </p><p></p><p>I used to play with killer DMs and I found that I didn't care about my characters at all. They were just numbers on a sheet. And as for death making the game more exciting I didn't find it so since I didn't care about my character losing it held no meaning at all. </p><p></p><p>bloodtide I have to disagree with you every game has a mechanic were you fail it is called losing. What is unique about DnD is that it is not about winning and losing the players work together to accomplish their goals. If I play monopoly and I lose the game it has no meaning other than I lost. Next time we play I could win. In DnD if I lose my character then it really matters if I can't find away to be brought back then everything that character was trying to accomplish is lost. I can play the shoe in monopoly over and over but if a character dies and is dead for good then I can never play the character again. That is a big difference. </p><p></p><p>If the designers meant for death to be a huge part of the game and be permanent they would not have put in spells that allow you to circumvent it.</p><p></p><p>There is a huge difference between death every session and immortal characters. In my game I have had a PC die. He did not use his actions points wisely and did some stupid things and death was the cost. So my players know they can die and that hangs over their head every combat but they also know that death is rare which makes them get attached to their characters and really develop them and care what happens to them.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 5898402, member: 9037"] If your players are content then why is there any problem. Our first 3.0 campaign we played for 18 months and got to seventh level. The DM just gave out small amounts of XP he didn't use the the by the book XP. It by far was my favorite game ever. I find that most games level way to fast and that most DMs can't really handle the higher level play and burn out. Also being a certain level really lets you explore that level. I played a sorcerer and I found unique ways to use my spells that I doubt I would have found if we had every few weeks been on to newer and powerful stuff. I am not a killer DM. I have things in place with my game that makes death much harder to happen like action points. Death can happen but it is rare. I find that doing this the risk is always there but since it is not happening all the time then the players really get into their characters something I don't believe happens as much if death happens all the time. I used to play with killer DMs and I found that I didn't care about my characters at all. They were just numbers on a sheet. And as for death making the game more exciting I didn't find it so since I didn't care about my character losing it held no meaning at all. bloodtide I have to disagree with you every game has a mechanic were you fail it is called losing. What is unique about DnD is that it is not about winning and losing the players work together to accomplish their goals. If I play monopoly and I lose the game it has no meaning other than I lost. Next time we play I could win. In DnD if I lose my character then it really matters if I can't find away to be brought back then everything that character was trying to accomplish is lost. I can play the shoe in monopoly over and over but if a character dies and is dead for good then I can never play the character again. That is a big difference. If the designers meant for death to be a huge part of the game and be permanent they would not have put in spells that allow you to circumvent it. There is a huge difference between death every session and immortal characters. In my game I have had a PC die. He did not use his actions points wisely and did some stupid things and death was the cost. So my players know they can die and that hangs over their head every combat but they also know that death is rare which makes them get attached to their characters and really develop them and care what happens to them. [/QUOTE]
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