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When PCs Die When the Player's Not There
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<blockquote data-quote="ThirdWizard" data-source="post: 2363466" data-attributes="member: 12037"><p>Sorry, I wasn't implying that you wouldn't kill a PC without permission. Several people in this thread have stated it, however. I can accept that my viewpoint is different than most, just like theirs; I'm just stating it.</p><p></p><p>Thing is, when someone misses a session, their PC has to be there. When things go rough in my game, having one PC down is going to get others who are there killed. Period. I cannot change my encounters around this, it would take way too much effort. I stated in this thread already that I don't often have extremely deadly encounters, odds are if my players miss then there won't be any worries. But, when things go bad in my game, it can get deadly fast.</p><p></p><p>So what we have here are a few things. First of all, why should the players who made it have their PCs die and the one who missed the game is immune to death? That doesn't seem quite right to me. Now we're "punishing" the players who made it.</p><p></p><p>Secondly, I'm not squemish with death effects. You can get disintegrated. You might end up with a Power Word: Kill in a higher level game. The PCs are always potentially one saving throw (or none in the case of PW:K!) away from death. This is why I don't sweat the <em>raise dead</em> IMC. This isn't to say I use these abilities often, but when it makes sense for them to be used by the bad guys, then they get used. Again, I can't change my adventure every time someone misses a session. So what should I do? If you're there you get targetted with all the insta-kill affects and if you miss you don't?</p><p></p><p>Sometimes I don't even know when a situation will go deadly. I let my players have free reign. I don't really run "plots" exactly, I run NPCs and the players and I build the "plot" as we go along. If the PCs go somewhere that is deadly, then they go somewhere that is deadly; I don't hold their hands. I don't want to change playstyles whenever someone isn't present. "Harry's* missing, guess it'll be an easy night!" Bleh. Doesn't work for me.</p><p></p><p>The only solutions left are: PCs while missing are played or we don't play at all. Well, we only get to play once every two weeks and everyone loves the game, can't wait to see what happens next. The ones who can make it want to play. Just because Joe* can't make it doesn't mean we don't get to have some fun playing D&D.</p><p></p><p>You're entitled to your oppinion. You can say we're jerks for killing peoples' characters when they arn't there. But, really, it isn't going to happen often and even if it does, at least the person who can't play until their character is ressed isn't actually playing. Losing a level sucks, I admit. But, the 3.5 xp system really helps you catch back up.</p><p></p><p>*names have been changed to protect the innocent</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 2363466, member: 12037"] Sorry, I wasn't implying that you wouldn't kill a PC without permission. Several people in this thread have stated it, however. I can accept that my viewpoint is different than most, just like theirs; I'm just stating it. Thing is, when someone misses a session, their PC has to be there. When things go rough in my game, having one PC down is going to get others who are there killed. Period. I cannot change my encounters around this, it would take way too much effort. I stated in this thread already that I don't often have extremely deadly encounters, odds are if my players miss then there won't be any worries. But, when things go bad in my game, it can get deadly fast. So what we have here are a few things. First of all, why should the players who made it have their PCs die and the one who missed the game is immune to death? That doesn't seem quite right to me. Now we're "punishing" the players who made it. Secondly, I'm not squemish with death effects. You can get disintegrated. You might end up with a Power Word: Kill in a higher level game. The PCs are always potentially one saving throw (or none in the case of PW:K!) away from death. This is why I don't sweat the [i]raise dead[/i] IMC. This isn't to say I use these abilities often, but when it makes sense for them to be used by the bad guys, then they get used. Again, I can't change my adventure every time someone misses a session. So what should I do? If you're there you get targetted with all the insta-kill affects and if you miss you don't? Sometimes I don't even know when a situation will go deadly. I let my players have free reign. I don't really run "plots" exactly, I run NPCs and the players and I build the "plot" as we go along. If the PCs go somewhere that is deadly, then they go somewhere that is deadly; I don't hold their hands. I don't want to change playstyles whenever someone isn't present. "Harry's* missing, guess it'll be an easy night!" Bleh. Doesn't work for me. The only solutions left are: PCs while missing are played or we don't play at all. Well, we only get to play once every two weeks and everyone loves the game, can't wait to see what happens next. The ones who can make it want to play. Just because Joe* can't make it doesn't mean we don't get to have some fun playing D&D. You're entitled to your oppinion. You can say we're jerks for killing peoples' characters when they arn't there. But, really, it isn't going to happen often and even if it does, at least the person who can't play until their character is ressed isn't actually playing. Losing a level sucks, I admit. But, the 3.5 xp system really helps you catch back up. *names have been changed to protect the innocent [/QUOTE]
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