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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3863984" data-attributes="member: 710"><p>This is not the exact thing i wanted to quote, but it is still on the same topic.</p><p></p><p>There is a difference between a 5 % chance from a single roll or a 5 % chance from multiple rolls. </p><p>The 5 % death chance is only arrived in a regular encounter due to several specific decisions the players and the DM do. An encounter that lasts 4 rounds with a 5 % chance of character death can arrive at this chance in very different ways. To get to the (possible) death, the PCs have to take certain actions. There are enough combinations of actions to reach the 5 % chance, but there are multiple points where you can diverge from the path to death (and multiple ones that lead back to it), and you don't neccessarily know which points/actions do this (but you might have some good ideas which ones are more likely)</p><p>In the round before the final chance of Death manifests for the Fighter (since he wil take so much damage this round that in the next round, a lucky hit will probably kill him in the next), he could choose to withdraw, or the Cleric might intervene and heal him enough, or he uses a maneuver that takes the enemy out - at least for one round. With Save or Die, the only equivalent to this would be to decide to not engage in the encounter at all, or hope you got the right information/guess and cast Death Ward before you enter the encounter. </p><p></p><p>Here is how I see things (and I hope I am not offending, condensensing or anything else bad, because I really don't want to be)</p><p>I think the differences you and I have on this matter and others (like per encounter resource management vs. per day resource management) are very fundamental, and I do not really see a chance to bridge the gap. We might get an understanding of each other opinions, but we will probably never come to like each other positions and play the game in similar ways.</p><p></p><p>For me, it is important how an encounter unfolds. It matters to me how I choose to spend my resources within these encounters, which decisions I make to avoid a characters chance of death.</p><p>For you, these seem to be of lower importance. The decisions important seem to be those that affect the adventure day. It is not important to you when within an encounter a resource is spent. it is only important in which ones it is spent at all, and how this will effect the next one. Decisions to avoid death are primarily made when deciding about which encounter to take and which not, not how you react within an encounter. </p><p></p><p>Our thinking operates on different scales, so to speak. </p><p>I don't really like to thing on the "bigger" scale in this context, because most of the play time (in my experience) is spent on the lower scale.</p><p>(That doesn't mean that I don't care much about adventures and campaigns - these are orthogonal to the scales we discuss, since they are less related to actual rules and more about storyteling) </p><p></p><p>4th Edition seems to be aimed at people who think like me. I am not sure if it is just Zeitgeist, and 5th Edition (or later) will return to Save & Die and Daily resources.</p><p>I tend to believe (in an ego-centric way) that it is a natural progression, at least it seems to be informed on the design goals of the 3rd edition, which aimed at maintaining character balance over all levels and classes. It seems a very important concept these days, but I don't know if this has to be that important (for me, it is.) or might be subject to change.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3863984, member: 710"] This is not the exact thing i wanted to quote, but it is still on the same topic. There is a difference between a 5 % chance from a single roll or a 5 % chance from multiple rolls. The 5 % death chance is only arrived in a regular encounter due to several specific decisions the players and the DM do. An encounter that lasts 4 rounds with a 5 % chance of character death can arrive at this chance in very different ways. To get to the (possible) death, the PCs have to take certain actions. There are enough combinations of actions to reach the 5 % chance, but there are multiple points where you can diverge from the path to death (and multiple ones that lead back to it), and you don't neccessarily know which points/actions do this (but you might have some good ideas which ones are more likely) In the round before the final chance of Death manifests for the Fighter (since he wil take so much damage this round that in the next round, a lucky hit will probably kill him in the next), he could choose to withdraw, or the Cleric might intervene and heal him enough, or he uses a maneuver that takes the enemy out - at least for one round. With Save or Die, the only equivalent to this would be to decide to not engage in the encounter at all, or hope you got the right information/guess and cast Death Ward before you enter the encounter. Here is how I see things (and I hope I am not offending, condensensing or anything else bad, because I really don't want to be) I think the differences you and I have on this matter and others (like per encounter resource management vs. per day resource management) are very fundamental, and I do not really see a chance to bridge the gap. We might get an understanding of each other opinions, but we will probably never come to like each other positions and play the game in similar ways. For me, it is important how an encounter unfolds. It matters to me how I choose to spend my resources within these encounters, which decisions I make to avoid a characters chance of death. For you, these seem to be of lower importance. The decisions important seem to be those that affect the adventure day. It is not important to you when within an encounter a resource is spent. it is only important in which ones it is spent at all, and how this will effect the next one. Decisions to avoid death are primarily made when deciding about which encounter to take and which not, not how you react within an encounter. Our thinking operates on different scales, so to speak. I don't really like to thing on the "bigger" scale in this context, because most of the play time (in my experience) is spent on the lower scale. (That doesn't mean that I don't care much about adventures and campaigns - these are orthogonal to the scales we discuss, since they are less related to actual rules and more about storyteling) 4th Edition seems to be aimed at people who think like me. I am not sure if it is just Zeitgeist, and 5th Edition (or later) will return to Save & Die and Daily resources. I tend to believe (in an ego-centric way) that it is a natural progression, at least it seems to be informed on the design goals of the 3rd edition, which aimed at maintaining character balance over all levels and classes. It seems a very important concept these days, but I don't know if this has to be that important (for me, it is.) or might be subject to change. [/QUOTE]
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