payn
Glory to Marik
When I ran PF1, I used hero points. They were really save the character points as we used them. You got 1 per level and can bank up to 3. Occasionally, I'd award some for clever play. This helped with the swingy getting ganked by surprise and not even getting to act deaths that nobody likes. When you are low on hero points, you try be more careful. It works well because I can take the gloves off as GM and the players have a little armor against the math, but not complete.I've suggested rules lite systems in the past. The problem is a mix of interests in the group: some prefer tactical depth, others are there for the story and friendship. All of these guys are friends IRL, so it's hard to tell them to just "split the group."
The other issue is that the players who are interested in story don't want to abandon campaigns/rules systems just because it's not working for them. And they also don't want to learn new systems they could enjoy more.
Agreed. But it is playing against the type for the style of game we are playing (which they also chose to play after knowing those expectations).
So how does a GM running an Adventure Path allow a group to always "fail forward?" When a system like D&D or Pathfinder is based on combat and character injury but characters can't die?
If I let the characters live to face another day while there are story implications for defeat, can we still follow the story of the Adventure Path?
This isn't going to help for a group that wants no death due to mechanical inconvenience, but maybe this system can work as a compromise?