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Never going to "Dieing" in combat?
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<blockquote data-quote="klofft" data-source="post: 5869254" data-attributes="member: 40326"><p>Also not to my taste, at least not for D&D. (The best death mechanic I've ever seen is in Neoplastic's Books of Pandemonium, Dread and Spite, in which everyone dies like a badass - but that's appropriate to that game's action-horror genre)</p><p></p><p>Where I see this idea especially problematic in 4th ed is the built-in team dynamic. It does suck to be dying as a result of sucky die rolls, but in a good team dynamic, getting that character back on their feet is a priority (and often one that makes good tactical sense as well). So in this case, such a mechanic seems unnecessary.</p><p></p><p>The other alternative is that someone is dying because they did something stupid. Now, if this character does something stupid and gets killed, do I want them to continue to get in the way of a possible team dynamic that will lead to victory instead? Seriously: sometimes PC death is a good cure for stupidity in tactical play.</p><p></p><p>Finally, as a mechanic, the version you proposed seemed a little more complicated than it needs to be, but YMMV.</p><p></p><p>But if this works for your group and you're having fun, it's all good. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="klofft, post: 5869254, member: 40326"] Also not to my taste, at least not for D&D. (The best death mechanic I've ever seen is in Neoplastic's Books of Pandemonium, Dread and Spite, in which everyone dies like a badass - but that's appropriate to that game's action-horror genre) Where I see this idea especially problematic in 4th ed is the built-in team dynamic. It does suck to be dying as a result of sucky die rolls, but in a good team dynamic, getting that character back on their feet is a priority (and often one that makes good tactical sense as well). So in this case, such a mechanic seems unnecessary. The other alternative is that someone is dying because they did something stupid. Now, if this character does something stupid and gets killed, do I want them to continue to get in the way of a possible team dynamic that will lead to victory instead? Seriously: sometimes PC death is a good cure for stupidity in tactical play. Finally, as a mechanic, the version you proposed seemed a little more complicated than it needs to be, but YMMV. But if this works for your group and you're having fun, it's all good. :) [/QUOTE]
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Never going to "Dieing" in combat?
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