I've been reading the various threads here on Enworld and the Wizard's websites and I have noticed a growing trend with people about being a hero like in a novel and in the movies and the hero always wins in the end so they feel like their characters should as well.
Well I just want to say that "plot armor" should not protect anyone when it comes to playing D&D. Now if you run that type of game then then should be an option but it should not be the default of the system. I really don't understand where this attitude came from.
Movies keep main characters around because of money. If they three Indiana Jones movies lined up why would you kill him in the first one? Same goes with novels. Movies are made and novels are written to entertain and make money, also their stories are already planned out. The movie will never change no matter what happens nor will the novel. You can read that novel 500 hundred times and the ending and what happens in between will always be the same.
D&D is different to this because a player's choices, actions and dice rolls write the story as it goes along. I've been gaming for many years and while I write stories for my games, I write them very loosely and I give them just a skeleton while the PC's and their actions fill in that skeleton.
I've even seen people talk about getting rid of everything that they feel is mundane and I don't understand this either. What is mundane to one person may not be mundane to another.
I read latest L&L and I feel like all options should be used when it comes to climbing because every DM doesn't make their encounters the same. I feel like this goes along with the "hero syndrome". I get the feeling that people feel like climbing a ladder is too easy for a hero to waste their time on and I feel this is false.
Your story as a hero should be finished when that character hits the last level they plan on going to whether it's 15, 20 or all the way to 30. Walking around with "plot armor" that you granted yourself and then expect your DM to adhere to because it wouldn't be "heroic" to die from a bad roll is not my idea of D&D. Sounds like these people need to play a diceless game where the story determines what happens and nothing else.
Well I just want to say that "plot armor" should not protect anyone when it comes to playing D&D. Now if you run that type of game then then should be an option but it should not be the default of the system. I really don't understand where this attitude came from.
Movies keep main characters around because of money. If they three Indiana Jones movies lined up why would you kill him in the first one? Same goes with novels. Movies are made and novels are written to entertain and make money, also their stories are already planned out. The movie will never change no matter what happens nor will the novel. You can read that novel 500 hundred times and the ending and what happens in between will always be the same.
D&D is different to this because a player's choices, actions and dice rolls write the story as it goes along. I've been gaming for many years and while I write stories for my games, I write them very loosely and I give them just a skeleton while the PC's and their actions fill in that skeleton.
I've even seen people talk about getting rid of everything that they feel is mundane and I don't understand this either. What is mundane to one person may not be mundane to another.
I read latest L&L and I feel like all options should be used when it comes to climbing because every DM doesn't make their encounters the same. I feel like this goes along with the "hero syndrome". I get the feeling that people feel like climbing a ladder is too easy for a hero to waste their time on and I feel this is false.
Your story as a hero should be finished when that character hits the last level they plan on going to whether it's 15, 20 or all the way to 30. Walking around with "plot armor" that you granted yourself and then expect your DM to adhere to because it wouldn't be "heroic" to die from a bad roll is not my idea of D&D. Sounds like these people need to play a diceless game where the story determines what happens and nothing else.