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Should D&D Have an Alternate Death Mechanic?
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<blockquote data-quote="kaomera" data-source="post: 3620089" data-attributes="member: 38357"><p>I think the objective here is not to remove the risk of death, but rather to reduce it. Generally I view the point of keeping the risk of PC death "real" for the players to enhance the thrill when they overcome the "obstacles" I've put in front of the PCs. Some groups are Evil Knievel and they want me to put 40 buses out there. Some groups will somehow manage to crash and burn on the smallest speed-bump. Some players I really have felt the need to hand-wave it all away, and generally I end up having to not game with them.</p><p></p><p>I try to avoid throwing chances for PC death from a single die roll at my players. I'd prefer not to have a PC death every session, or even very frequently at all. Aside from the relative ease of recovering from such things in 3.x, killing off PCs too frequently is the biggest way (IMHO) of making death lose it's sting.</p></blockquote><p></p>
[QUOTE="kaomera, post: 3620089, member: 38357"] I think the objective here is not to remove the risk of death, but rather to reduce it. Generally I view the point of keeping the risk of PC death "real" for the players to enhance the thrill when they overcome the "obstacles" I've put in front of the PCs. Some groups are Evil Knievel and they want me to put 40 buses out there. Some groups will somehow manage to crash and burn on the smallest speed-bump. Some players I really have felt the need to hand-wave it all away, and generally I end up having to not game with them. I try to avoid throwing chances for PC death from a single die roll at my players. I'd prefer not to have a PC death every session, or even very frequently at all. Aside from the relative ease of recovering from such things in 3.x, killing off PCs too frequently is the biggest way (IMHO) of making death lose it's sting. [/QUOTE]
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Should D&D Have an Alternate Death Mechanic?
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