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Players, DMs and Save or Die

Do you support save or die?


Remathilis said:
And if those goblins don't know, outright lie, or won't go down without a fight? If the answer to a particular rule-problem is "change the way you play D&D" I think thats a failing of the rule, not the players or the DM...

Uhm...not to be snarky or anything...but 4E is all about making people change how they play D&D, and so far nobody chalked that up to a failure if the rule..hard to do since they aren't in print yet. ;) (Friendly tease :) ).

The thing is, for some reason the "basic assumption" that was built into pretty much every edition of D&D, namely that of gathering information about the locale you're going to invade along with the basic opposition seems to get lost frequently. Every edition I've played featured stuff like rumor lists (with false and true rumors), opportunities for the players to gather information about some special feature of the adventure or a special monster in the area, and since 3E they often included DCs for Bard's Knowledge about the topic at hand. The challenge might be to intimidate the goblins enough to make them tell the truth, or bribe them enough to make it worth their while (Come on, it's not that hard to promise them 1 gp first, and if they don't talk, offer them 9 silver pieces and argue that it is a lot more :lol: ). And no, I won't accept goblin warriors who DON'T know what is guarding their most treasured posessions and demads trubute for it as part of the same tribe. If we're talking the goblin cook here, or the nurse...fine. But not the warriors of the tribe. That sounds too far-fetched to me...or like a DM who WANTS to screw over his group even though they are trying to scope out the opposition.

"Get information about the adventure" is not a specific answer to a rules-problem with save-or-die effects...it is a general advice given to nearly everybody who plays D&D....equally, every DM who read the advice in the DMG gets told to leave those bits and pieces of information for the adventurers to find, at least when they try to. I'm simply applying this advice equally to save-or-die as to dragons, liches, special items, local nobility and weird events of the past. And there generally are multiple ways for a DM to bring some information into play, from a very passive level to very active information sources that seek out the characters to sell them info.

If some people play D&D as "screw rumors, information and all that talking, lets simply rush into the dungeon blindly and see how far we can kill our way through" (both sides...players AND DMs), that's not a "problem" with the rules, that is a group overemphasizing the "bash the door in" philosophy of D&D in their playstyle. Sure, as long as they have fun, that's great...but if some element of the game constantly stumps them then maybe, just maybe, it's not a problem of the rules but of how they are approached. That can be solved by either adapting the playstyle, or by houseruling out the element that stumps them (in this context here it would mean no save-or-die effects). But at the same time, taking that element out of the whole game for everybody simply takes away one option from those who are not stumped by it and actually can have fun with it.

Disclaimer: Note that I'm not generalizing this kind of playstyle as the one everybody who is against save-or-die effects favours, and neither am I saying that they all have a problem with them because they don't know how to handle them so they don't give them a problem. The above description is a limited example that is meant as a reply to Remathilis' setup only, and not aimed at the general player populace.
 

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ThirdWizard said:
I think it's worth pointing out that (I don't think) any of the changed assumptions are classic D&D ones. Well, some prep concepts are getting simpler, which could be said to be classic assumptions, but not much beyond that.

Huh? Come on...there's plenty more in there. :)

- Monsters not using the same rules as the player characters? Classic.
- "Points of Light" setting? Very classic.
- The whole "chaos vs. order" dichotomy you can see in the new extraplanar setup? Classic.
- Astral Sea with Domains floating around inside? Screams Basic D&D to me....classic stuff.
- A strengthening of the roles of character classes? Modern form of the classic niche protection. Pretty classic concept, in a modern outfit.

In contrast to what a lot of the nay-sayers complain about, there's plenty of the 4E announcements that goes back to older editions while trying to keep the better parts of the last one.
 

Cadfan said:
There's also an interesting philosophical question surrounding the whole "your PCs chose to encounter this monster" thing. If my character chooses to fight an evil wizard because fighting this evil wizard is the only way to save the world, and I choose to send my character to fight an evil wizard because fighting this evil wizard is the only way to continue the game my DM has written for the evening without reducing it to shambles, to what extent have I really consented to facing the wizard's save-or-die spells?
Well, if I was the DM, and the group is not one that considers save or die effects part and parcel of regular gaming, either:

1. The wizard (or other spellcaster) won't have save or die spells in the first place; or

2. If the party dosn't make too many mistakes, they will find out that the spellcaster favors save or die spells from rumors, Bardic Knowledge, Knowledge checks, etc. and the party would be given access to specific counters to his save or die spells if they don't already have them in the first place.

If (2) seems too much trouble, I'll just default to (1). It would probably be more fun for a gaming group that doesn't like save or die anyway. ;)
 

BTW, what happened to your .sig? I know that you can't select any give person as the winner, but "Anime has been found!" wasn't what you promised either. I have a hard time taking your anecdotes at face value when you don't seem to mind fudging in other places.

Wow, RC, just... wow. :\
 

Geron Raveneye said:
Huh? Come on...there's plenty more in there. :)

- Monsters not using the same rules as the player characters? Classic.
- "Points of Light" setting? Very classic.
- The whole "chaos vs. order" dichotomy you can see in the new extraplanar setup? Classic.
- Astral Sea with Domains floating around inside? Screams Basic D&D to me....classic stuff.
- A strengthening of the roles of character classes? Modern form of the classic niche protection. Pretty classic concept, in a modern outfit.

In contrast to what a lot of the nay-sayers complain about, there's plenty of the 4E announcements that goes back to older editions while trying to keep the better parts of the last one.

That's an interesting observation. It's not getting much notice around the forums.
 

It's usually scattered in one or two posts among a lot of heated arguments in the respective threads about one single topic. :lol: But yeah, to me 4E does have points where it reminds me of older "classical" editions. I mean...I could even try to stretch the whole "less material components, more wizardly implements" and say that Basic D&D didn't have components at all, but that would really be stretching it. ;)
 

Geron Raveneye said:
Well, how about not slaughtering those goblin guards that roam the perimeter, or those goblin raiders left behind without their wolves, but capture them instead and interrogate them about the Bone Hill complex in order to gain more recent information about what you are going to face? Bribe them with survival, threaten them with pain, or promise them gold (i.e. use your Bluff, Intimidate or Diplomacy skill) and make them talk. :)

Or you could just not use instakill spells. Seems to save an awful lot of drudgery.
 

Remathilis said:
Because otherwise, your saying "Save or Die is fine as long as you are a good enough DM to know when not to use it" If the only way to use SoD is to plan the whole game around it, it sounds like a big sore spot in the rules.

Well, it works for my group without planning the whole game around it. I think it has something to do with the Raven's point that the things that keep "save or die" from being a problem for those of us who have no problem with it aren't specific to "save or die".

Remathilis said:
If the answer to a particular rule-problem is "change the way you play D&D" I think thats a failing of the rule, not the players or the DM...

  • Designer: I'll put in rule X to reinforce play-style Y.
  • Player: Rule X leads to play-style Y, so rule X is a bad rule.

This doesn't make rule X a bad rule. It merely makes it one that—perhaps—this player shouldn't use.

For myself, I've found that if something in the game seems to be a problem for me, I want to figure out why it wasn't a problem for the designers. I may still end up house ruling it away, but I think this approach has had an very positive impact on my gaming.
 


RFisher said:
  • Designer: I'll put in rule X to reinforce play-style Y.
  • Player: Rule X leads to play-style Y, so rule X is a bad rule.

This doesn't make rule X a bad rule. It merely makes it one that—perhaps—this player shouldn't use.
If enough players don't want to use a rule, then it's a bad rule.
 

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