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
*Dungeons & Dragons
Lethality, AD&D, and 5e: Looking Back at the Deadliest Edition
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="Willie the Duck" data-source="post: 9065523" data-attributes="member: 6799660"><p>I would say this is a fair assessment. Video games certainly provide a good example of a 'checkpoint' or 'try again (with proscribed setback)' methodology (also a notion of 'artificial difficulty' where something pads the playthrough by making you play through the first 8 levels for another chance at level 9, simply because you missed a jump). Beyond that, the actual benefit of loss=starting over was never well communicated. I know plenty of early groups that also quickly switched to death meaning you brought in a new character only a few levels behind the one that died, in which case what difference does it make (except having/getting to create a new personality)? I've played it all sorts of ways (no res, res often unavailable, res usually available... heck, non-D&D games where death isn't a serious likelihood) and tend to enjoy them all (with whichever I haven't played recently being the one I want to play next, as opposed to having a static favorite). </p><p></p><p>And yes, I do think there's quite a lot of... subtle associations people impute onto these things (deadlier is more challenging, challenging is a virtue onto itself, miserable makes better stories, etc.). At the end of the day, the best games are the ones where the player feels their decisions contribute to the outcomes and the challenge of the game rises to the level against which they are challenging themselves. All the rest is details.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9065523, member: 6799660"] I would say this is a fair assessment. Video games certainly provide a good example of a 'checkpoint' or 'try again (with proscribed setback)' methodology (also a notion of 'artificial difficulty' where something pads the playthrough by making you play through the first 8 levels for another chance at level 9, simply because you missed a jump). Beyond that, the actual benefit of loss=starting over was never well communicated. I know plenty of early groups that also quickly switched to death meaning you brought in a new character only a few levels behind the one that died, in which case what difference does it make (except having/getting to create a new personality)? I've played it all sorts of ways (no res, res often unavailable, res usually available... heck, non-D&D games where death isn't a serious likelihood) and tend to enjoy them all (with whichever I haven't played recently being the one I want to play next, as opposed to having a static favorite). And yes, I do think there's quite a lot of... subtle associations people impute onto these things (deadlier is more challenging, challenging is a virtue onto itself, miserable makes better stories, etc.). At the end of the day, the best games are the ones where the player feels their decisions contribute to the outcomes and the challenge of the game rises to the level against which they are challenging themselves. All the rest is details. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Lethality, AD&D, and 5e: Looking Back at the Deadliest Edition
Top