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What does D&D look like without Death on the Table?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8136888" data-attributes="member: 6790260"><p>I never fudge. Ever. I find fudging ruins the game for everyone involved, and have <em>extremely</em> strong opinions about this subject--to the point that I'd rather not discuss it any further. Suffice it to say I never, EVER secretly pretend that rolls or statistics are different from what they actually are. I may <em>openly</em> change things, in the sense of giving the player an open reroll, explicitly saying, "no that's BS, you just hit," or crafting an in-story reason why a creature's statistics change specifically so that the players have a chance to figure it out and understand what's happened.</p><p></p><p>As for the other methods: It all depends. Using <em>deus ex machina</em> can be beneficial if you already had plans to offer powerful but somehow restrained allies (which I have done in the game I run)--the party actually spearheaded establishing an in-universe lifeline via one of those NPCs. Adjusting a fight by creatively applying the mechanics I built for it is another tool I have employed (not very often, as my players usually surprise me with novel strategies that just obliterate whatever I throw at them!) In that case, they were up against a force that had <em>both</em> lots of small things and one big nasty, and the combo of the two meant they couldn't use their normal strategies to get out of the problem easily. (I had very intentionally tried to make a fight they WOULD have difficulty with, because I felt I wasn't challenging them enough.) After they spiked down the big nasty thing to near-death, I decided to creatively use its life-leeching move (this is DW, so creative use of moves is encouraged) to steal life <em>from its allies</em>, significantly reducing the numbers advantage. Then it became a matter of "can you kill it before it runs away" rather than "can you survive." The party had fun and appreciated that they may need to take numbers disadvantages into account in the future.</p><p></p><p>I haven't used any of the other tools mentioned yet, but I certainly keep them on the table. I am also willing to let <em>some</em> deaths happen, but have a follow-up adventure where the living work to restore the dead to life, and the dead work to be <em>ready</em> for resurrection when that happens. Again, it's not death in an absolute sense I have a problem with: it is death that is both (a) unexpected AND (b) permanent that is a concern.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8136888, member: 6790260"] I never fudge. Ever. I find fudging ruins the game for everyone involved, and have [I]extremely[/I] strong opinions about this subject--to the point that I'd rather not discuss it any further. Suffice it to say I never, EVER secretly pretend that rolls or statistics are different from what they actually are. I may [I]openly[/I] change things, in the sense of giving the player an open reroll, explicitly saying, "no that's BS, you just hit," or crafting an in-story reason why a creature's statistics change specifically so that the players have a chance to figure it out and understand what's happened. As for the other methods: It all depends. Using [I]deus ex machina[/I] can be beneficial if you already had plans to offer powerful but somehow restrained allies (which I have done in the game I run)--the party actually spearheaded establishing an in-universe lifeline via one of those NPCs. Adjusting a fight by creatively applying the mechanics I built for it is another tool I have employed (not very often, as my players usually surprise me with novel strategies that just obliterate whatever I throw at them!) In that case, they were up against a force that had [I]both[/I] lots of small things and one big nasty, and the combo of the two meant they couldn't use their normal strategies to get out of the problem easily. (I had very intentionally tried to make a fight they WOULD have difficulty with, because I felt I wasn't challenging them enough.) After they spiked down the big nasty thing to near-death, I decided to creatively use its life-leeching move (this is DW, so creative use of moves is encouraged) to steal life [I]from its allies[/I], significantly reducing the numbers advantage. Then it became a matter of "can you kill it before it runs away" rather than "can you survive." The party had fun and appreciated that they may need to take numbers disadvantages into account in the future. I haven't used any of the other tools mentioned yet, but I certainly keep them on the table. I am also willing to let [I]some[/I] deaths happen, but have a follow-up adventure where the living work to restore the dead to life, and the dead work to be [I]ready[/I] for resurrection when that happens. Again, it's not death in an absolute sense I have a problem with: it is death that is both (a) unexpected AND (b) permanent that is a concern. [/QUOTE]
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