shilsen
Adventurer
Derren said:I have read them and don't agree with them (especially the "not as penalizing as it is" sentence. There is nearly no penalty to dieing in D&D compared to other rpgs). Take any other fantasy RPG. It most likely also save or die effects but D&D is probably the rpg where dieing has the least consequences. In other rpgs death means that you character is gone permanently. In D&D its just a small level and money loss (yes, like in a video game).
Permanent death is just part of the immersion. When you screw up you are dead. Game over.
Not exactly. When you screw up, your imaginary character is dead, and then you start playing another imaginary character. I'm not certain how that connects to immersion. It may for you, but it doesn't for me.
And if your game is too lethal it is most likely not the fault of the game, its either the fault of the DM who can't make balanced encouters or the fault of the players who can't play their characters effectivly.
So if someone's game is lethal then they are automatically playing D&D wrong? Firelance, I got your wrongbadfun post right here

Is that so? I doubt that.
Really? Why would you think I'd lie about my game to persuade a random stranger on an internet messageboard that I'm right? I don't need that kind of validation

Of course it is unlikely that this happens on the dragon scale (unless the players want show through their actions that they think that this rule is stupid). Hasn't it happened in all the years of gaming that your group surprises a cult of generic evil worshippers who haven't noticed them (or somethink like that) and simply charged, always knowing that action points and alternate death rules will keep them alive?
Nope. As mentioned above, even if you think the other repercussions I and others have mentioned don't matter, to some people they do. Our players know that their PCs are likely to survive (after all, even though very unlikely, death still happens), but know that much worse things than death are possible.