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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The ethics of ... death
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<blockquote data-quote="Balesir" data-source="post: 6155096" data-attributes="member: 27160"><p>Well, I can only really answer from the point of view of playing HarnMaster, the one game I play these days that has "save-or-die" in a major way. HM is a system made for long, continuous campaigns, though the main 'long game' I was in ended due to the GM's death (the person, not a character).</p><p></p><p>HM is quite different from traditional D&D in its approach to SoD, though. It's quite rare to have "instant" death in combat; generally it's more protracted, with several failures needed for death, albeit those failures might be quite likely for a very bad wound. This seems to suit extended campaigns quite well, since it maintains a real sense of constant, uncontrollable risk (an important facet of the "realistic" style of play) but still allows players some leverage to keep characters alive (even if maimed).</p><p></p><p></p><p>The risk is certainly no worse for 'alternative approaches'; I think it has much more to do with the lack of crunchy, interesting mechanics for other approaches, personally. 4E really could benefit from social and exploration systems as clear, sophisticated and exciting as its combat system. That would be a dream come true, IMO.</p><p></p><p>Oh, and things like "turned to stone" and "polymorphed" are save-or-get-transformed effects I really don't mind, even with hit points. They are generally quite distinct effects - usually even needing different spells to undo them (like 'stone to flesh'). I do still like the multi-stage save, though - it adds even more suspense, IME. FWIW, in our 4e game the party have actually fought medusas only once. The main defender-fighter got turned to stone in that fight, and they have elected to try 'alternative approaches' (like stealth) when encountering medusae ever since!</p></blockquote><p></p>
[QUOTE="Balesir, post: 6155096, member: 27160"] Well, I can only really answer from the point of view of playing HarnMaster, the one game I play these days that has "save-or-die" in a major way. HM is a system made for long, continuous campaigns, though the main 'long game' I was in ended due to the GM's death (the person, not a character). HM is quite different from traditional D&D in its approach to SoD, though. It's quite rare to have "instant" death in combat; generally it's more protracted, with several failures needed for death, albeit those failures might be quite likely for a very bad wound. This seems to suit extended campaigns quite well, since it maintains a real sense of constant, uncontrollable risk (an important facet of the "realistic" style of play) but still allows players some leverage to keep characters alive (even if maimed). The risk is certainly no worse for 'alternative approaches'; I think it has much more to do with the lack of crunchy, interesting mechanics for other approaches, personally. 4E really could benefit from social and exploration systems as clear, sophisticated and exciting as its combat system. That would be a dream come true, IMO. Oh, and things like "turned to stone" and "polymorphed" are save-or-get-transformed effects I really don't mind, even with hit points. They are generally quite distinct effects - usually even needing different spells to undo them (like 'stone to flesh'). I do still like the multi-stage save, though - it adds even more suspense, IME. FWIW, in our 4e game the party have actually fought medusas only once. The main defender-fighter got turned to stone in that fight, and they have elected to try 'alternative approaches' (like stealth) when encountering medusae ever since! [/QUOTE]
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