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Plot immunity for PCs
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<blockquote data-quote="Pbartender" data-source="post: 1099317" data-attributes="member: 7533"><p>Of course, Han still wasn't stupid enough to exploit that plot immunity and stand there shooting down that phalanx of 'Troopers... He turned tail and ran away.</p><p></p><p></p><p></p><p>But remember... True Rat Bastardry has nothing to with killing player characters. Certainly, on occasion, a PC's death may very well be the result of Rat Bastardry, but it is never the goal.</p><p></p><p>In my game, 'minor encounters' are not designed to kill PCs. Rather, I design them to challenge, distract and wear down the PCs. I've had several situations recently, when the PCs weren't in any actual real danger from an encounter, but they truly believed that they were... Due to colorful descriptions of the monsters and the monsters' special ability effects.</p><p></p><p>My 'major encounters' too are normally not designed to kill PCs, but are tough enough that there is every chance a PC might die during such an encounter due to bad dice rolls, poor planning, or utter stupidity.</p><p></p><p>During my games, plot immunity takes the form of "Favors"... A sort of house-ruled Action Point mechanic... Players may use a favor to maximize any single dice roll. So far, they been used to threaten criticals, to confirm criticals, to ensure maximum damage on a sneak attack, to ensure Saving Throws, to ensure Skill checks, and to ensure the stabilzation of an unconscious PC. So even though I don't pull punches, the players still have a few chances to evade misfortune by the skin of their teeth.</p><p></p><p>As a result, my PCs have learn to take risks on occasion, but tend to avoid unnecessary or stupid risks. They know when to fight, and when to run away, and when to leave well enough alone... And the same goes for the bad guys. There have been very few enemies they've run into who are truly willing to fight to the death... Especially amongst the 'random' encounters.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 1099317, member: 7533"] Of course, Han still wasn't stupid enough to exploit that plot immunity and stand there shooting down that phalanx of 'Troopers... He turned tail and ran away. But remember... True Rat Bastardry has nothing to with killing player characters. Certainly, on occasion, a PC's death may very well be the result of Rat Bastardry, but it is never the goal. In my game, 'minor encounters' are not designed to kill PCs. Rather, I design them to challenge, distract and wear down the PCs. I've had several situations recently, when the PCs weren't in any actual real danger from an encounter, but they truly believed that they were... Due to colorful descriptions of the monsters and the monsters' special ability effects. My 'major encounters' too are normally not designed to kill PCs, but are tough enough that there is every chance a PC might die during such an encounter due to bad dice rolls, poor planning, or utter stupidity. During my games, plot immunity takes the form of "Favors"... A sort of house-ruled Action Point mechanic... Players may use a favor to maximize any single dice roll. So far, they been used to threaten criticals, to confirm criticals, to ensure maximum damage on a sneak attack, to ensure Saving Throws, to ensure Skill checks, and to ensure the stabilzation of an unconscious PC. So even though I don't pull punches, the players still have a few chances to evade misfortune by the skin of their teeth. As a result, my PCs have learn to take risks on occasion, but tend to avoid unnecessary or stupid risks. They know when to fight, and when to run away, and when to leave well enough alone... And the same goes for the bad guys. There have been very few enemies they've run into who are truly willing to fight to the death... Especially amongst the 'random' encounters. [/QUOTE]
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