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<blockquote data-quote="luckless" data-source="post: 5372721" data-attributes="member: 97841"><p>Characters should be <em>hard</em> to kill. Not impossible, but still hard. </p><p></p><p>Ways to make it harder to kill off a character can include things like incapacitating a character, and giving the rest of the party at least a few chances to save them and get them out. </p><p></p><p>A character should never be able to die from a <em>single</em> bad roll. A character should never be able to die from a lack of information on the player's part when it is right there in front of the character's face.</p><p></p><p>I was in a game awhile ago where a character, at nearly full health, botched on a check when the enemies opened an air lock. His character was 'knocked unconscious' and then got to do nothing for the rest of the encounter. My character went out to save him, rolled a few mid ranged rolls to find him, and in the end both characters died when the ship self destructed. We both had multiple force points and destiny points, and a ship flying in the area with a skilled pilot and crew,... Yet my character apparently couldn't spot a guy floating in the void.</p><p></p><p>I had my character "Keep searching til the last possible moment", and finally found the other character on a roll with time left on the count down. Yet we both died with no saves of any kind, and were described as inches away from safety.</p><p></p><p></p><p>Such GMing is a great way to merely annoy your players.</p><p></p><p></p><p>Examples of good GMing and player death: </p><p>One character is challenged to try drinking something. It is explained to him that if he isn't strong enough to take it, he will burst into flames, and come back a few days later as a mindless undead skeleton. (Like we were shown in the bottom of the bay before hand.) He was told it was a very hard fort save, and he took the drink.</p><p></p><p>Then he took another.</p><p></p><p>And another.</p><p></p><p>Surprise, he died. (This would have been an example of Bad GMing if not for all the very fair and clear warnings before hand.)</p><p></p><p></p><p></p><p>Knowingly entering a high level dragon's cave at low level,... Then poking the dragon to see if it would wake up. (The players being stupid enough to support the poking of said dragon being fair game for death, any who opposed it being given ample rolls to make it to safe passages or something.)</p><p></p><p></p><p></p><p>A character is knocked into a raging river by failing a Dex check, they then fail multiple swim checks, then fail a check to grab a branch. Finally another player in the party fails two checks to try and throw a rope at them. Character is then swept over the water fall.</p><p></p><p>You don't have to fudge the numbers, just don't let a character die to only one or two bad rolls.</p></blockquote><p></p>
[QUOTE="luckless, post: 5372721, member: 97841"] Characters should be [i]hard[/i] to kill. Not impossible, but still hard. Ways to make it harder to kill off a character can include things like incapacitating a character, and giving the rest of the party at least a few chances to save them and get them out. A character should never be able to die from a [i]single[/i] bad roll. A character should never be able to die from a lack of information on the player's part when it is right there in front of the character's face. I was in a game awhile ago where a character, at nearly full health, botched on a check when the enemies opened an air lock. His character was 'knocked unconscious' and then got to do nothing for the rest of the encounter. My character went out to save him, rolled a few mid ranged rolls to find him, and in the end both characters died when the ship self destructed. We both had multiple force points and destiny points, and a ship flying in the area with a skilled pilot and crew,... Yet my character apparently couldn't spot a guy floating in the void. I had my character "Keep searching til the last possible moment", and finally found the other character on a roll with time left on the count down. Yet we both died with no saves of any kind, and were described as inches away from safety. Such GMing is a great way to merely annoy your players. Examples of good GMing and player death: One character is challenged to try drinking something. It is explained to him that if he isn't strong enough to take it, he will burst into flames, and come back a few days later as a mindless undead skeleton. (Like we were shown in the bottom of the bay before hand.) He was told it was a very hard fort save, and he took the drink. Then he took another. And another. Surprise, he died. (This would have been an example of Bad GMing if not for all the very fair and clear warnings before hand.) Knowingly entering a high level dragon's cave at low level,... Then poking the dragon to see if it would wake up. (The players being stupid enough to support the poking of said dragon being fair game for death, any who opposed it being given ample rolls to make it to safe passages or something.) A character is knocked into a raging river by failing a Dex check, they then fail multiple swim checks, then fail a check to grab a branch. Finally another player in the party fails two checks to try and throw a rope at them. Character is then swept over the water fall. You don't have to fudge the numbers, just don't let a character die to only one or two bad rolls. [/QUOTE]
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