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When PCs Die When the Player's Not There
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<blockquote data-quote="ThirdWizard" data-source="post: 2364893" data-attributes="member: 12037"><p>My goodness, people, this has nothing to do with making the game more important. It makes the game a GAME. You are the ones with an overattachment to your PCs' levels, from my standpoint. Oh no, when I left my PC had X experience points and now he has X-Y experience points! *weep* That's what it sounds like to me. You didn't read my posts in the least.</p><p></p><p></p><p></p><p>I can't help but think you don't play higher level games. It can be difficult to balance a series of encounters or an encounter for a group of four PCs. A group of three? Removing some HD or lowering damage doesn't work. Being down one PC is a huge difference in combat. What happens when your cleric dies, for example? Suddenly you're out healing, buffing, and some offensive damage output. You cannot make that equivalent to some hit dice. And what if they're fighting, as an example of something I have used, an adveanced owl-bear? It took me 30 minutes to advance that creature and make sure I had everything right. It grapples, which means that it typically takes one combatant practically out of the fight, so now they're down two characters for much of the encounter.</p><p></p><p>Players can have lives outside the game but the DM must always have time to reorganize an adventure based on how many players can make it? Isn't that a double-standard?</p><p></p><p>This is just unfeasable. Not only is it already a guess as to whether a party of four could take it. A party of three on an enemy re-calculated on the fly the day before the game? If you're running a game at 5th level, okay, sounds easy, but when you're hitting around level 10 this becomes a big issue. Say an adventure is balanced for a party of five characters. Now, two are missing the game, and we have three. I can't fix everything so that it works. I just can't. </p><p></p><p></p><p></p><p>You keep making these wild assumptions about me and my game. Perhaps you are just stuck in your own way of doing things and can't imagine other people prefering a different experience. Hmm? Maybe you should accept that instead of coming up with these "explainations" for how someone could possibly think differently than you. I really don't like being likened to kids. Thanks.</p><p></p><p></p><p></p><p></p><p>Well, it doesn't but that's not the reason.</p><p> </p><p> </p><p></p><p>Wrong again.</p><p></p><p>Try this: The adventure is designed for a group of five level 10 characters and if a party of four level 10 characters try it then someone will die. Period. Hey, I think I said that right above. <em>So, basically I would rather possibly kill the PC of an absent player than have a sure chance of killing a present player's PC. </em>Good stuff. We'll add that as #3. </p><p></p><p></p><p></p><p>Exact same thing. </p><p></p><p>The difference is that we don't sweat death. Death = lose one level after you're raised. By the time the player gets back they're alive again. Why? Read my post above which you must have missed earlier. [I'll give you a hint, it has something to do with instant death effects.]</p><p></p><p>I don't think of killing them as punishing them for missing. I wonder if anyone sees that. Their "punishment" is not getting to play the game.</p><p></p><p><strong>This is agreed on by everyone before it ever comes up in play.</strong></p><p></p><p>This is important. Nobody is hit from left field that thier PC died while they were gone. The players have agreed to it. I havn't had anyone challenge it. If one did then there might be issue but noone has. When I'm a player, I abide by this rule too. Try not to be too concerned for my players, they're fine with the way things work right now. It's all good.</p><p></p><p>ptolemy18, this is where you made your mistake, unfortunately. :\ I suggest you make some Table Rules about this kind of thing, including other various mishaps that can happen and run it by the players at the start of a campaign and whenever a new player joins the group. That way they have a chance to see how things work and won't be blindsided by the unexpected. They can also show their distaste for any of your standing Table Rules and you might consider altering anything that the players don't like. The game belongs to the players, too.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 2364893, member: 12037"] My goodness, people, this has nothing to do with making the game more important. It makes the game a GAME. You are the ones with an overattachment to your PCs' levels, from my standpoint. Oh no, when I left my PC had X experience points and now he has X-Y experience points! *weep* That's what it sounds like to me. You didn't read my posts in the least. I can't help but think you don't play higher level games. It can be difficult to balance a series of encounters or an encounter for a group of four PCs. A group of three? Removing some HD or lowering damage doesn't work. Being down one PC is a huge difference in combat. What happens when your cleric dies, for example? Suddenly you're out healing, buffing, and some offensive damage output. You cannot make that equivalent to some hit dice. And what if they're fighting, as an example of something I have used, an adveanced owl-bear? It took me 30 minutes to advance that creature and make sure I had everything right. It grapples, which means that it typically takes one combatant practically out of the fight, so now they're down two characters for much of the encounter. Players can have lives outside the game but the DM must always have time to reorganize an adventure based on how many players can make it? Isn't that a double-standard? This is just unfeasable. Not only is it already a guess as to whether a party of four could take it. A party of three on an enemy re-calculated on the fly the day before the game? If you're running a game at 5th level, okay, sounds easy, but when you're hitting around level 10 this becomes a big issue. Say an adventure is balanced for a party of five characters. Now, two are missing the game, and we have three. I can't fix everything so that it works. I just can't. You keep making these wild assumptions about me and my game. Perhaps you are just stuck in your own way of doing things and can't imagine other people prefering a different experience. Hmm? Maybe you should accept that instead of coming up with these "explainations" for how someone could possibly think differently than you. I really don't like being likened to kids. Thanks. Well, it doesn't but that's not the reason. Wrong again. Try this: The adventure is designed for a group of five level 10 characters and if a party of four level 10 characters try it then someone will die. Period. Hey, I think I said that right above. [i]So, basically I would rather possibly kill the PC of an absent player than have a sure chance of killing a present player's PC. [/i]Good stuff. We'll add that as #3. Exact same thing. The difference is that we don't sweat death. Death = lose one level after you're raised. By the time the player gets back they're alive again. Why? Read my post above which you must have missed earlier. [I'll give you a hint, it has something to do with instant death effects.] I don't think of killing them as punishing them for missing. I wonder if anyone sees that. Their "punishment" is not getting to play the game. [b]This is agreed on by everyone before it ever comes up in play.[/b] This is important. Nobody is hit from left field that thier PC died while they were gone. The players have agreed to it. I havn't had anyone challenge it. If one did then there might be issue but noone has. When I'm a player, I abide by this rule too. Try not to be too concerned for my players, they're fine with the way things work right now. It's all good. ptolemy18, this is where you made your mistake, unfortunately. :\ I suggest you make some Table Rules about this kind of thing, including other various mishaps that can happen and run it by the players at the start of a campaign and whenever a new player joins the group. That way they have a chance to see how things work and won't be blindsided by the unexpected. They can also show their distaste for any of your standing Table Rules and you might consider altering anything that the players don't like. The game belongs to the players, too. [/QUOTE]
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