maddman75 said:If the pace flows well, following a natural story progression of intro->rising conflict->climax->coda, then it is remembered by all as a great game.
But PC death disrupts the heck out of the pace.
It seems to me that there could be lots of opportunities for PC death to enhance that pace.
Truthfully, though, I can enjoy a game in which the PCs have script immunity. I love Toon's "falling down" mechanic. Though we play it the "lose X turns" way rather than the normal clock-based way, since Toon has it's turn-based thing.
I also like a mechanic from a free Flash Gordon game, which was really--I think--meant more as satire than something to be played, but which I thought had some good ideas. The first "hit" causes some cosmetic indication of a "hit", but has no real effect. e.g. Shirt torn, vehicle smoking, &c. The second "hit" disables the target. e.g. Vehicle crashes & all passengers survive, PC falls unconscious for a time determined by the GM but suffers no other ill effects.
I can't imagine doing those things in D&D myself though. There are too many other games for which such a rule fits better. For me. I'd rather try to let D&D be D&D.
ShinHakkaider said:This from the man that gave us one of the most save or DIE modules of all time:
He didn't say that it was the DM's job to ensure every PC death was a "satisfactory". & I'm not sure that "GMs desire player approval" implies that.
In fact, I hate it when I do something stupid that leads to my PC's unsatisfactory death & the GM does something to mitigate it. (As mentioned in the "refuse rez" thread.) For my "approval", the GM has to let me suffer the consequences of my choices. Sometimes those consequences are bad things other than death, but sometimes it is death.