Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Killer DMs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="bloodtide" data-source="post: 5899958" data-attributes="member: 6684958"><p>Well, to be fair, most players in my games simply avoid doors for this very reason. Doors are often well protected and trapped....but walls, not so much.</p><p></p><p>I understand your style of play, you just want to be safe and sound, except when both you and the DM agree that it's danger time. Much like where video games have 'safe zones' and 'danger zones'.</p><p></p><p></p><p></p><p>It's not really 'lots of characters die', it's more like 'lots of characters could die...and do'. The fear of character death is always there, but it does not always happen. But all the players must stay on their toes to avoid it.</p><p></p><p>And my game has all the other failure types you mentioned....curses, taxes, trouble with the law and so on. But with two big points:</p><p></p><p>1)In a lot of games, the 'little failures' are meaningless. Should a single character take even a point of ability damage the would group will run back to town to get that character help as ''they can't adventure unless the group is at 100% at all times''. Or it's so bad as the DM says ''Oh you are effected by X'' and the player says ''Oh, yawn, I use Y and I'm back to normal''. In my game it's hard to remove many failures....</p><p></p><p>2)Often when a character is effect by a failure, say a curse, the foes will be nice and won't attack. After all it would not be fair for the foes to take advantage of the poor characters failure. But, in my game, you can fully expect a foe to attack your character when your weak <em>and </em>have the threat that your character might be killed.</p><p></p><p>A good example of this is a wizards spellbook. First many DMs will do the wink and hand wave and just say the spellbook is immortal. So even if the wizard falls into a volcano and is transported across seven planes and lands naked in the Abyss their spellbook would softly land next to them completely unharmed. But even the DM's that would 'target' a spellbook, would then 'be nice' to the wizard and have foes 'forget' to target and attack the character. In my game the wizard would be a traget, maybe even doubly so. For example, if the character lets slip in a social setting that they lost their spellbook, they can well expect a foe or two to try and take advantage of it(even more so a weaker foe that could not stand up to the characters full magic).</p></blockquote><p></p>
[QUOTE="bloodtide, post: 5899958, member: 6684958"] Well, to be fair, most players in my games simply avoid doors for this very reason. Doors are often well protected and trapped....but walls, not so much. I understand your style of play, you just want to be safe and sound, except when both you and the DM agree that it's danger time. Much like where video games have 'safe zones' and 'danger zones'. It's not really 'lots of characters die', it's more like 'lots of characters could die...and do'. The fear of character death is always there, but it does not always happen. But all the players must stay on their toes to avoid it. And my game has all the other failure types you mentioned....curses, taxes, trouble with the law and so on. But with two big points: 1)In a lot of games, the 'little failures' are meaningless. Should a single character take even a point of ability damage the would group will run back to town to get that character help as ''they can't adventure unless the group is at 100% at all times''. Or it's so bad as the DM says ''Oh you are effected by X'' and the player says ''Oh, yawn, I use Y and I'm back to normal''. In my game it's hard to remove many failures.... 2)Often when a character is effect by a failure, say a curse, the foes will be nice and won't attack. After all it would not be fair for the foes to take advantage of the poor characters failure. But, in my game, you can fully expect a foe to attack your character when your weak [I]and [/I]have the threat that your character might be killed. A good example of this is a wizards spellbook. First many DMs will do the wink and hand wave and just say the spellbook is immortal. So even if the wizard falls into a volcano and is transported across seven planes and lands naked in the Abyss their spellbook would softly land next to them completely unharmed. But even the DM's that would 'target' a spellbook, would then 'be nice' to the wizard and have foes 'forget' to target and attack the character. In my game the wizard would be a traget, maybe even doubly so. For example, if the character lets slip in a social setting that they lost their spellbook, they can well expect a foe or two to try and take advantage of it(even more so a weaker foe that could not stand up to the characters full magic). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Killer DMs
Top