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Plot immunity for PCs
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<blockquote data-quote="Kahuna Burger" data-source="post: 1099381" data-attributes="member: 8439"><p>I'm interested by the number of people who say such things, considering no one has said they allow this sort of silliness. The disccussion of death (which wasn't actually what I started this thread about *cough* <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ) has always been in the context of what the DM throws at the players, not them going out looking for fights. In fact, d4 specificly mentioned (IIRC) that he is blessed with players who don't go into stupid situations where they would die if not for divine intervention. I have always been similarly blessed.</p><p></p><p>I think we're back to the 'god mode' thinking from the other thread. If you think of roleplaying at its base as another form of wargaming or video games - as a win/lose situation, then the idea of helping out the PCs and not trying to kill them (or even occasionally trying not to kill them) is just cheating. You aren't playing the game right and can be expected to run around doing impossible things like a kid with the cheat codes. But the people who play in limited immunity games aren't thinking that way in the first place. They are telling a story which the players have input into in more that a "live/die" sense. I always tell my players that there will be encounters where you win and those where you survive. They don't challange a elder wyrm, because that would make a stupid story. They also don't die unless in the service of their story and the greater one. </p><p></p><p>BWT, I never 'fudge' die rolls. I do however adjust monster tactics or hitpoints on the fly if I realize I've overstacked an encounter, let things work if it sounds good, and on at least one occasion allowed a ritual spellcasting attempt to save a downed PC after the combat was over.</p><p></p><p>Kahuna burger</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 1099381, member: 8439"] I'm interested by the number of people who say such things, considering no one has said they allow this sort of silliness. The disccussion of death (which wasn't actually what I started this thread about *cough* :p ) has always been in the context of what the DM throws at the players, not them going out looking for fights. In fact, d4 specificly mentioned (IIRC) that he is blessed with players who don't go into stupid situations where they would die if not for divine intervention. I have always been similarly blessed. I think we're back to the 'god mode' thinking from the other thread. If you think of roleplaying at its base as another form of wargaming or video games - as a win/lose situation, then the idea of helping out the PCs and not trying to kill them (or even occasionally trying not to kill them) is just cheating. You aren't playing the game right and can be expected to run around doing impossible things like a kid with the cheat codes. But the people who play in limited immunity games aren't thinking that way in the first place. They are telling a story which the players have input into in more that a "live/die" sense. I always tell my players that there will be encounters where you win and those where you survive. They don't challange a elder wyrm, because that would make a stupid story. They also don't die unless in the service of their story and the greater one. BWT, I never 'fudge' die rolls. I do however adjust monster tactics or hitpoints on the fly if I realize I've overstacked an encounter, let things work if it sounds good, and on at least one occasion allowed a ritual spellcasting attempt to save a downed PC after the combat was over. Kahuna burger [/QUOTE]
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