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SoD, how can we accommodate everyone?
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<blockquote data-quote="Consonant Dude" data-source="post: 5816350" data-attributes="member: 6688791"><p>Man, I'm reading arguments from both sides of the fence and I'm torn. I have played in old school lethal games and more "merciful" games and I can't really decide. </p><p></p><p>I don't think one way or the other sucks and I think how "engaging" it will be totally depends on preferences but here's the fundamental idea as I see it: It's about your ability react to what's happening. It's about decisions.</p><p></p><p></p><p><strong>Lethality in regards to HP loss, a typical scenario</strong></p><p></p><p>DM: There's an evil-lookin' dude, he looks badass and he's got two ogre bodyguards. </p><p><span style="color: Red"><span style="color: White">Bob:</span> I charge! </span></p><p>A few rounds later, Bob's HPs are going down the drain and none of the three opponents seem particularly hurt. Now, Bob may ask for help, start asking questions about the environment to retreat, parley, run, jump on a passing boat, whatever. These decisions will lead to more rolls but depending on how bad was the original decision, he may still die. In fact, <u>statistically he might be just as likely to die as if he had to make a save VS poison</u>. </p><p></p><p><strong>Lethality in regards to save-or-die, a typical scenario</strong></p><p></p><p>DM: Lecter the creepy gnome brings you a stew. </p><p>Bob: <span style="color: Red">Yummy! I eat it!</span></p><p>DM: Roll a die. If you miss, you die. </p><p></p><p></p><p>In both cases, the player's decision (in red) may have been a mistake. The resolution mechanic determines how you can recover from one critical decision. In HP loss situations, you can probably <u>still make other decisions</u> after your initial choice. In save or die, there is <u>no more decisions</u> past the initial choice. Just a die roll. </p><p></p><p>What's better? What sucks? Depends on your preferences.</p></blockquote><p></p>
[QUOTE="Consonant Dude, post: 5816350, member: 6688791"] Man, I'm reading arguments from both sides of the fence and I'm torn. I have played in old school lethal games and more "merciful" games and I can't really decide. I don't think one way or the other sucks and I think how "engaging" it will be totally depends on preferences but here's the fundamental idea as I see it: It's about your ability react to what's happening. It's about decisions. [B]Lethality in regards to HP loss, a typical scenario[/B] DM: There's an evil-lookin' dude, he looks badass and he's got two ogre bodyguards. [COLOR=Red][COLOR=White]Bob:[/COLOR] I charge! [/COLOR] A few rounds later, Bob's HPs are going down the drain and none of the three opponents seem particularly hurt. Now, Bob may ask for help, start asking questions about the environment to retreat, parley, run, jump on a passing boat, whatever. These decisions will lead to more rolls but depending on how bad was the original decision, he may still die. In fact, [U]statistically he might be just as likely to die as if he had to make a save VS poison[/U]. [B]Lethality in regards to save-or-die, a typical scenario[/B] DM: Lecter the creepy gnome brings you a stew. Bob: [COLOR=Red]Yummy! I eat it![/COLOR] DM: Roll a die. If you miss, you die. In both cases, the player's decision (in red) may have been a mistake. The resolution mechanic determines how you can recover from one critical decision. In HP loss situations, you can probably [U]still make other decisions[/U] after your initial choice. In save or die, there is [U]no more decisions[/U] past the initial choice. Just a die roll. What's better? What sucks? Depends on your preferences. [/QUOTE]
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