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Should 5e have save or die?
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<blockquote data-quote="Aldarc" data-source="post: 5779141" data-attributes="member: 5142"><p>Do you hand them a script to read and memorize as well? Or do you call cut on the scenes when they fail to live up to your vision and force them to do it again until they get it right too? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> I don't subscribe to a DM-centric universe with D&D, and I think that's a fundamental philosophical divide between our styles. When I say that D&D is a cooperative game, I believe it has to exist between the DM and players. If I wanted a game with a set script and delineated vision of the "director" or game creator, I would just have my players play a video game RPG instead. It's also the players' story and their choices and world to explore. I have seen far too many DMs with set scripts for campaigns they envisioned as "their story" run amok in chaos as players utterly resisted at every step to just be the DMs puppets for his story. I've been one of those resistant players as well, including my first D&D campaign, which has left a sour taste in my mouth towards that style of DMing. </p><p></p><p>Again, this is another game philosophy divide. I think it's much easier to turn the lethality dial up than it is turn it down. Have the non-lethal option as the default, and then if the DM decides to increase lethality, then he can turn the dial to an appropriate temperature of lethality. It strikes me as easier to have a rule that says, "If you want to make the bodak more challenging, make the gaze lethal with a save-or-die roll, DC X." Those who truly like save-or-die can have their lethality dials without necessarily having it be the default. What you want your players to experience should not necessarily be forced on those who do not want their players to experience it. But I doubt we will agree eye-to-eye on this matter, as there does seem to be fundamental game philosophy divides between our preferences and styles.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 5779141, member: 5142"] Do you hand them a script to read and memorize as well? Or do you call cut on the scenes when they fail to live up to your vision and force them to do it again until they get it right too? ;) I don't subscribe to a DM-centric universe with D&D, and I think that's a fundamental philosophical divide between our styles. When I say that D&D is a cooperative game, I believe it has to exist between the DM and players. If I wanted a game with a set script and delineated vision of the "director" or game creator, I would just have my players play a video game RPG instead. It's also the players' story and their choices and world to explore. I have seen far too many DMs with set scripts for campaigns they envisioned as "their story" run amok in chaos as players utterly resisted at every step to just be the DMs puppets for his story. I've been one of those resistant players as well, including my first D&D campaign, which has left a sour taste in my mouth towards that style of DMing. Again, this is another game philosophy divide. I think it's much easier to turn the lethality dial up than it is turn it down. Have the non-lethal option as the default, and then if the DM decides to increase lethality, then he can turn the dial to an appropriate temperature of lethality. It strikes me as easier to have a rule that says, "If you want to make the bodak more challenging, make the gaze lethal with a save-or-die roll, DC X." Those who truly like save-or-die can have their lethality dials without necessarily having it be the default. What you want your players to experience should not necessarily be forced on those who do not want their players to experience it. But I doubt we will agree eye-to-eye on this matter, as there does seem to be fundamental game philosophy divides between our preferences and styles. [/QUOTE]
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