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General Tabletop Discussion
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perception of OD&D/AD&D as random deathtraps
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<blockquote data-quote="Hussar" data-source="post: 3756537" data-attributes="member: 22779"><p>However, there's a serious problem with that bit of advice. Most of the time, we're fighting in dungeons. It's not like you get tons of warning. A failed Hear Noise roll, open the door and WHAM, save for petrification from the medusa. Camp for the night, random encounter, suprise and WHAP, save vs poison from that snake/spider/whatever. </p><p></p><p>The idea that you can simply play a certain way and avoid every encounter except on your terms is not terribly realistic. I would argue that the vast majority of encounters in dungeons are "have to fight" encounters because running away is so problematic. </p><p></p><p>When you get down to it, save or die is a lot like having critical hits. It adds a random element into the game that increases the chance of PC death. Anything that does that favours the DM because the DM simply rolls more dice. Over a long enough span, the chances that a given character will have to make a save or die roll increases to one.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3756537, member: 22779"] However, there's a serious problem with that bit of advice. Most of the time, we're fighting in dungeons. It's not like you get tons of warning. A failed Hear Noise roll, open the door and WHAM, save for petrification from the medusa. Camp for the night, random encounter, suprise and WHAP, save vs poison from that snake/spider/whatever. The idea that you can simply play a certain way and avoid every encounter except on your terms is not terribly realistic. I would argue that the vast majority of encounters in dungeons are "have to fight" encounters because running away is so problematic. When you get down to it, save or die is a lot like having critical hits. It adds a random element into the game that increases the chance of PC death. Anything that does that favours the DM because the DM simply rolls more dice. Over a long enough span, the chances that a given character will have to make a save or die roll increases to one. [/QUOTE]
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