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Making Combat Mean Something [+]
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<blockquote data-quote="EzekielRaiden" data-source="post: 8933759" data-attributes="member: 6790260"><p>Indeed. That combat means you may not live past it makes it concerning; it does not make it <em>matter</em>. It is the things which give value to survival that matter. Conflating meaning with utility is a lamentably common mistake.</p><p></p><p></p><p>A character dying every ten weeks would mean that by the end of the year, you'd have practically a brand new party. (EV: 5.2, SD: 2.16) Heck, there's a better than 25% chance that by the end of the first year, you'll have more than 6 deaths!</p><p></p><p>And no, I don't think 2-3 deaths in a year is low. I think it is quite high. Especially since this is 2-3 <em>extra</em> deaths, <em>completely separate</em> from deaths due to failing death saves or other effects that kill characters (that is, petrification, the "chunky salsa" rule, etc.) 2-3 deaths a year means literally any investment I might put into my fellow characters is pointless; either <em>my</em> character will die, and thus nothing they cared about will matter, or most of their <em>friends</em> will die, and thus it won't matter that they were friends. Death is the ultimate investment killer. Why bother when you can be almost certain it'll all be gone in a few months?</p><p></p><p>Or to use Dorothy Jones Heydt's "eight deadly words": "<strong>I don't care what happens to these people.</strong>"</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8933759, member: 6790260"] Indeed. That combat means you may not live past it makes it concerning; it does not make it [I]matter[/I]. It is the things which give value to survival that matter. Conflating meaning with utility is a lamentably common mistake. A character dying every ten weeks would mean that by the end of the year, you'd have practically a brand new party. (EV: 5.2, SD: 2.16) Heck, there's a better than 25% chance that by the end of the first year, you'll have more than 6 deaths! And no, I don't think 2-3 deaths in a year is low. I think it is quite high. Especially since this is 2-3 [I]extra[/I] deaths, [I]completely separate[/I] from deaths due to failing death saves or other effects that kill characters (that is, petrification, the "chunky salsa" rule, etc.) 2-3 deaths a year means literally any investment I might put into my fellow characters is pointless; either [I]my[/I] character will die, and thus nothing they cared about will matter, or most of their [I]friends[/I] will die, and thus it won't matter that they were friends. Death is the ultimate investment killer. Why bother when you can be almost certain it'll all be gone in a few months? Or to use Dorothy Jones Heydt's "eight deadly words": "[B]I don't care what happens to these people.[/B]" [/QUOTE]
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