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Stupid player decisions + bad dice rolls = dead PC
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<blockquote data-quote="Rel" data-source="post: 1156599" data-attributes="member: 99"><p>Hmm, the thread title pretty closely describes the character deaths that have happened in my campaign. And I'm glad for it too.</p><p></p><p>Don't get me wrong, I try to give my players plenty of opportunity to build their characters personalities and breathe life into them. It stinks when they die. But it makes the game more fun and exciting for everyone, knowing that the possiblity exists that they may not live to see the next session.</p><p></p><p>As others have mentioned above, we use "hero points" (we call them "chips" since we use red poker chips to represent them) to give them a slight extra edge for those critical moments but those aren't always enough to save them. Very little fudging in even possible since we roll in the open (mostly using large sized dice too so everyone can see the results easily) and what fudging is available, I never use. But the payoff is that the party knows that whatever they accomplished they did it on their own merits.</p><p></p><p>That said, I learned a lot looking back on my last campaign and I noticed that I have too much of a tendency to design foes that challenge the party to within an inch of their life. I need to save those for the really climactic battles and take things down a notch for the day in-day out fighting. That'll leave me a little more margin for error.</p><p></p><p>But in the cases you describe above, it sounds like you handled it pretty well, Buttercup. Sometimes bad things happen to good characters and that's just the way it goes. Try not to let it get you down.</p></blockquote><p></p>
[QUOTE="Rel, post: 1156599, member: 99"] Hmm, the thread title pretty closely describes the character deaths that have happened in my campaign. And I'm glad for it too. Don't get me wrong, I try to give my players plenty of opportunity to build their characters personalities and breathe life into them. It stinks when they die. But it makes the game more fun and exciting for everyone, knowing that the possiblity exists that they may not live to see the next session. As others have mentioned above, we use "hero points" (we call them "chips" since we use red poker chips to represent them) to give them a slight extra edge for those critical moments but those aren't always enough to save them. Very little fudging in even possible since we roll in the open (mostly using large sized dice too so everyone can see the results easily) and what fudging is available, I never use. But the payoff is that the party knows that whatever they accomplished they did it on their own merits. That said, I learned a lot looking back on my last campaign and I noticed that I have too much of a tendency to design foes that challenge the party to within an inch of their life. I need to save those for the really climactic battles and take things down a notch for the day in-day out fighting. That'll leave me a little more margin for error. But in the cases you describe above, it sounds like you handled it pretty well, Buttercup. Sometimes bad things happen to good characters and that's just the way it goes. Try not to let it get you down. [/QUOTE]
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Stupid player decisions + bad dice rolls = dead PC
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