LostSoul
Adventurer
JLXC said:We compromised and much fun is had.
I think that is what makes good players and DMs.
JLXC said:We compromised and much fun is had.
JLXC said:Maybe it's because we are all good friends, and we all KNOW we can just get together to "hang out" and not even play at all if we want? I'm sorry it's so bad out there for games right now.
ninthcouncil said:
Or, make sure that the truth is messed up before they get it... A DM I played under used to delight in making sure that crucial verbal clues/instructions were relayed to us via the player who was least likely to remember it accurately. If given 3 pieces of information, he would competely forget one and hopelessly mangle another.
Dinkeldog said:I would disagree with this tactic entirely. The players are not the characters. A player with average intelligence could be playing a super-intelligent PC, and you're going to penalize him for it. That's just bad form.
Dinkeldog said:If the DM expects the players to separate out player knowledge from character knowledge, then he (or she) needs to be willing to boost player knowledge from what character knowledge would be.
ninthcouncil said:
I can't disagree with that. The point I was trying to make in my reply was that sometimes, the characters can't be sure that what they think they know is in fact true.
JLXC said:
Not sure if i understand you right.If you are playing Neutral mercenaries only concerned for themselves, well then there are different expectations to be sure!
Even for good the risk must be worth the price, and i didn`t mean gold , magic items, but in what to achieve, what betterness comes from the action taken.In MY games, if you are good there is a price for it. Good means sometimes you may take enormous risks for little to no "Profit". Good is an alignment becoming more rare, not because they are all getting killed for being stupid, but because players are scared to be a hero.
Now here is the point i think we got wrongBeing a cautious mercenary who works a problem out slowly is a good way to become a "Good Mercenary".
I do not sneer.Many people sneer at the concept of Good people who sacrifice themselves for others
Yes I can, Storm at The high Clerists tower, The last battle of Manetheren.I cannot count the number of threads I have read about "Stupid Paladins" who "Go down fighting when it would have been better to run away!". Can we not have selfless acts that are not deemed
Since i didn`t want to profanize their memories(and I´m sure you didn`t want it), I say this, if all other things of 9/11 is gone to dust their memory should be always remembered as the true heritage of 9/11.What about all the firemen who lost their lives on 9/11 trying to help people, even though the risk was near suicidal? If this was a D&D party most of you would say....
I agree full with you.JLXC said:
If you are never really challenged by an encounter, you never know what bravery and strength of will is. If the game gets too easy, it gets boring. It's not about surviving, it's about FUN! Fun is winning a difficult battle and knowing it could have went the other way. Fun to ME is not winning "Yey Another Battle" and having used up a potion. YMMV
And depending on character, to sneak, stealth, trick... to avoid the fight and handle this ebcounter in a non fighting way, didn`t make it less challenging than fighting it down.I was not suggesting that DM's throw the SAME encounter at you if you avoid it heh, unless the encounter is someone hunting you. I am suggesting that as you adventure most DM's DO figure out what to do to challenge you. They figure the CR and the ECL and do their best to give you a "good fight" without instantly slaughtering the party.
No as long as in the encounter was a reasonable chance of surviving,(reasonable ingame reasons, not necesarry outgame reasons), if it goes wrong because we played stupid or made wrong decisions, or had bad luck so be it.Some encounter are supposed to be hard, maybe even kill a character or two if they are not lucky, and bad rolls can send one of those encounter into a total party kill situation. Does this mean the DM was out for you? Or was the DM trying to challenge you and it just went badly?
JLXC said:
But the character believe he has areasonable chance to be cictorious, especially since he has the advantage that dying and saving means winning."I have played this character for years, and I KNOW he would never allow this evil thing to continue to stay within the boundries of his forest. He would rather die trying than to just let this thing think that Good would sit by while Evil grew stronger."
If it fits the style of campaign and world, why not.reapersaurus said:JLXC - you are so off in my mind.
You are a DM that SO rewards (and expects) Lawful Stupid behavior, that your player doesn't even collect money or treasures from his good deeds!
You subsidize his stupid gaming decisions by actual diety-intervention!
All to make this "heroic" ideal be effective in your game world.
That's just bad play, in my judgemental view.
Not necesarry it depends on the situation, if in fighting the dragon tomorrow there is nothing to gain, say time for the villagers to flee, it is stupid.rounser said:
In short, discretion is often the better part of valour, and if the DM expects heroism from PCs, he has an obligation to make sure he doesn't flip-flop between punishing them and rewarding them for it - depending on his mood. If attacking the dragon is "stupid" today ("The stupid PCs should have retreated!") and heroic tomorrow ("I'm going to punish them for not attacking that dragon! They're no heroes!") then the PC's behaviour makes sense as a reaction to the mercuriality of the DM's style.![]()
This is a god example, especially in the long run Tanis is no less heroic than Storm or Steel.This is workable in D&D - think of Sturm from the Dragonlance Chronicles, and the convincing Tanis had to do to stop him from fighting suicidal odds at the Inn for reasons of pride, his code, justice and honour.
I think you're missing my point.Not necesarry it depends on the situation, if in fighting the dragon tomorrow there is nothing to gain, say time for the villagers to flee, it is stupid.
If rescue time is bought it is heroic, if the PCs dies or not, and no iwouldn`t begrudge a GM for this, if i play a heroic PC, if not the PC would run.