WizarDru
Adventurer
Larry Fitz said:How many rolls would it take to be fun? One roll isn't fun, is three? Five? How many? What makes the game fun is risk, knowing that there are dire consequences for your character depending on how they handle situations. Without risk, where's the fun? For my money the higher risk, the more fun. Save or die makes the game better, save or massive damage .... bleh.
I didn't say one roll is or isn't fun. I said one roll, in context, isn't fun, for my group and I. The problem is that, at high levels (and let's be clear here, 11/12th is NOT high-level, as some seem to think) many encounters revolve around who wins initiative. Enemy mage or monster wins? One to two dead players are possible. Players win? Reverse. Wash. Rinse. Repeat.
Of course, since death becomes a revolving door at high-levels, death is just really an advanced form of uncosciousness. If you enjoy that style of play, then that's fine. But in my experience, it's not really that enjoyable. The fact that I tend to make death more traumatic and have more consequences is part of the way that I make the risk more important to my players. The 'risk' you cite isn't really risk at all...unless you mean risk that the player who's character died will get bored and fall asleep while waiting to be brought back in by a raise dead, rez or true rez.