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<blockquote data-quote="MoogleEmpMog" data-source="post: 3853612" data-attributes="member: 22882"><p>We differ. If there were an infinite number of good console RPGs, I'd get my old console RPG group together and play them rather than D&D, no question. That's pretty much what we did during the PS1 era, when there was, if not an infinite number, at least a more than adequate number; it was the best gameplay, and spun off the best roleplaying, I've experienced, by a wide margin.</p><p></p><p></p><p></p><p>Then it's not "period."</p><p></p><p></p><p></p><p>You assume wrong.</p><p></p><p>Shining Force is a tactical game, yet there's no permanent death due to gameplay. Ditto Vandal Hearts. Final Fantasy Tactics is, as the name implies, a tactical game; while there is a very slim chance of permanent death due to gameplay, you'd have to almost deliberately work to achieve it because it's so improbable.</p><p></p><p>While I'm opposed to gameplay death in general, Save or Die is particularly abhorrent to me because in most cases it can ONLY be addressed strategically, not tactically: either you have Death Ward or, if someone else survives, they use Raise Dead. In both cases, the solution has to be found OUTSIDE the context of the encounter that poses the problem, pushing it outside the tactical scale.</p><p></p><p>The tactical risk is the risk of LOSING. What happens AFTER you lose has nothing to do with tactical risk.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3853612, member: 22882"] We differ. If there were an infinite number of good console RPGs, I'd get my old console RPG group together and play them rather than D&D, no question. That's pretty much what we did during the PS1 era, when there was, if not an infinite number, at least a more than adequate number; it was the best gameplay, and spun off the best roleplaying, I've experienced, by a wide margin. Then it's not "period." You assume wrong. Shining Force is a tactical game, yet there's no permanent death due to gameplay. Ditto Vandal Hearts. Final Fantasy Tactics is, as the name implies, a tactical game; while there is a very slim chance of permanent death due to gameplay, you'd have to almost deliberately work to achieve it because it's so improbable. While I'm opposed to gameplay death in general, Save or Die is particularly abhorrent to me because in most cases it can ONLY be addressed strategically, not tactically: either you have Death Ward or, if someone else survives, they use Raise Dead. In both cases, the solution has to be found OUTSIDE the context of the encounter that poses the problem, pushing it outside the tactical scale. The tactical risk is the risk of LOSING. What happens AFTER you lose has nothing to do with tactical risk. [/QUOTE]
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