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<blockquote data-quote="Scott Christian" data-source="post: 9325479" data-attributes="member: 6901101"><p>I understand there are other stakes. But you are leaving out the context of this particular game we are talking about - D&D. The one where rules actually explain how you can die. And then the makers of the game spend an enormous amount of the book explaining combat. They even came up with a system of hit points to let the player know their character is about to die. If you want to houserule "no death," that's cool. More power to you. But please don't make it sound like a large majority of players don't use the death rule. They do. However, the system just makes it really hard for you to die. (I would also add, it puts DMs between a rock and a hard place when playing intelligent enemies.)</p><p></p><p>Of course the story branches. Win or lose, it can always branch. But that is a win/lose situation, not a win/win. I know you don't see it as a win/win scenario. You see it as the group loses something, just not their life. But what that win/win really means is the group gets to try again. They get to face the same bad guy and attempt a second fight. And if they lose, they can go for three times, or four, or five. Might it be a different place? Different minions? Sure. But eventually, they get to try again. Because they will eventually have spells and enough gold to track down anyone they really want. That is why it is a win/win. If you want to play that way, why not restart combat after a loss, like a save point? </p><p></p><p>Because a superhero movie doesn't have a random dice roll determining if something works or not. It has a script. It also doesn't allow the hero, if they live, to have consistently faulty strategy. There is a difference between a movie and a game. A game has strategy, especially a game where 2/3 of the rulebook deal with combat.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9325479, member: 6901101"] I understand there are other stakes. But you are leaving out the context of this particular game we are talking about - D&D. The one where rules actually explain how you can die. And then the makers of the game spend an enormous amount of the book explaining combat. They even came up with a system of hit points to let the player know their character is about to die. If you want to houserule "no death," that's cool. More power to you. But please don't make it sound like a large majority of players don't use the death rule. They do. However, the system just makes it really hard for you to die. (I would also add, it puts DMs between a rock and a hard place when playing intelligent enemies.) Of course the story branches. Win or lose, it can always branch. But that is a win/lose situation, not a win/win. I know you don't see it as a win/win scenario. You see it as the group loses something, just not their life. But what that win/win really means is the group gets to try again. They get to face the same bad guy and attempt a second fight. And if they lose, they can go for three times, or four, or five. Might it be a different place? Different minions? Sure. But eventually, they get to try again. Because they will eventually have spells and enough gold to track down anyone they really want. That is why it is a win/win. If you want to play that way, why not restart combat after a loss, like a save point? Because a superhero movie doesn't have a random dice roll determining if something works or not. It has a script. It also doesn't allow the hero, if they live, to have consistently faulty strategy. There is a difference between a movie and a game. A game has strategy, especially a game where 2/3 of the rulebook deal with combat. [/QUOTE]
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