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Lethality in 5e: what is your preference and how do you achieve it?
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<blockquote data-quote="Li Shenron" data-source="post: 6488245" data-attributes="member: 1465"><p>But this is actually what I feel about playing a game where yes you can die, but then the Cleric will bring you back, and the story goes forward. Or it doesn't bring you back, Bob the Fighter really dies, but the rest of the party wins the encounter, the player of Bob the Fighter gets the shaft of having to scrap his character plans, creates a new PC Joe the Ranger... and the story 'fails forward' exactly as expected anyway!</p><p></p><p>See, what I am trying to suggest, if that instead of using PC death as the only type of failure, only to cause grief to the player but <em>zero effects </em>on the story, it might actually be better to try and find more <em>real story-changing failures</em>. Simple ideas might be that Bob is injured beyond the scope of healing spells and the whole party needs to retreat, or Bob is captured and the whole party needs is derailed from the main objective, or Bob needs to be saved now and this makes the BBEG flee? Something that would make the whole party pay instead of one player, and to emphasize that accidents or mistakes actually have an effect <em>on the story</em>.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6488245, member: 1465"] But this is actually what I feel about playing a game where yes you can die, but then the Cleric will bring you back, and the story goes forward. Or it doesn't bring you back, Bob the Fighter really dies, but the rest of the party wins the encounter, the player of Bob the Fighter gets the shaft of having to scrap his character plans, creates a new PC Joe the Ranger... and the story 'fails forward' exactly as expected anyway! See, what I am trying to suggest, if that instead of using PC death as the only type of failure, only to cause grief to the player but [I]zero effects [/I]on the story, it might actually be better to try and find more [I]real story-changing failures[/I]. Simple ideas might be that Bob is injured beyond the scope of healing spells and the whole party needs to retreat, or Bob is captured and the whole party needs is derailed from the main objective, or Bob needs to be saved now and this makes the BBEG flee? Something that would make the whole party pay instead of one player, and to emphasize that accidents or mistakes actually have an effect [I]on the story[/I]. [/QUOTE]
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Lethality in 5e: what is your preference and how do you achieve it?
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