Doug McCrae
Legend
You have a point there. Actual deaths mostly just suck.Lurks-no-More said:To repeat myself in another thread, I think that the threat of death is valuable for the game, but actual character death usually isn't.
You have a point there. Actual deaths mostly just suck.Lurks-no-More said:To repeat myself in another thread, I think that the threat of death is valuable for the game, but actual character death usually isn't.
In the games I referee, the adventurers aren't heroes by default - with skill and luck they may become heroes to their peers, but that is by no means assumed or assured.jdrakeh said:In a game where the PCs are supposedly heroes, unheroic death should never be on the table.
See this thread I started about messing with the basic assumptions of D&D. That explains what I did to prevent death from actually happening.Reynard said:Out of curiosity, for people like Mallus that thing death is either more trouble than it is worth or actively ruins the fun of the game, what do you do when play results in character death, whether it is a random criticasl against a PC or a player's decision that results directly in the character's untimely demise?
Yes, the chance for PC death is nonzero, thought the chance for permanent PC death or TPK is zero.Raven Crowking said:And, as your game has PC mortality, it isn't 0.
OK. But athletes also undergo rigorous training that bears a close resemblance to the actual sport. Show me an athlete that "just visualizes" during training --and thus is analogous to a D&D player-- and I'll show you the agony of defeat.In many sports, for example, atheletes visualize what they want to achieve as part of their training. This visualization has demonstrable, and measureable, results on performance.
Heh, I'll give you this one, partially. It can teach you the techniques, but not how to stay cool under pressure.Certainly D&D can teach you many classic cons -- how to spot and avoid them.
Reynard said:Collection of Statements that Lord Zardoz mostly agrees with in principle.
Doug McCrae said:Actual deaths mostly just suck.
It sounds like you agree more w/shilsen and me.Lord Zardoz said:First, while player mortality is in general a good thing, I have found that killing a character off will often result in the player rolling up a clone. I have found that character death in the literal sense is something to generally avoid. Character death is not so much the goal, as is Character Defeat.
That exactly how I feel, except the opposite!Raven Crowking said:I tend to think of it as a short-term downer in exchange for long-term gain, myself.
Reynard said:Out of curiosity, for people like Mallus that thing death is either more trouble than it is worth or actively ruins the fun of the game, what do you do when play results in character death, whether it is a random criticasl against a PC or a player's decision that results directly in the character's untimely demise?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.