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When PCs Die When the Player's Not There
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<blockquote data-quote="Vraille Darkfang" data-source="post: 2365820" data-attributes="member: 16989"><p>First, In your case yes, someone is going to die. Either the absent player or the seated player. Thus, given that choice I suppose the missing player 'takes one for the team'.</p><p></p><p>In my games only the seated players face the propect of death. However, their chance of dying is no greater due to the lack of their allies. In my games, missings mean you take no risk, but you reap no rewards. And your allies are not at a disadvantage for you not being there.</p><p></p><p>Also, in my games the upside to death is you lose a level. The downside is Raise Dead and stuff is pretty limited.</p><p></p><p>I understand WHY you are doing it the way you are, I just have a few questions.</p><p></p><p>How to you prevent player resentment? As in:</p><p></p><p>"Hey sorry, but my sister had her baby a month early & I had to go up and see what was going on."</p><p></p><p>"No problem, your wizard's dead. He got Raised by the end of the session, but you are 4th level now."</p><p></p><p>"Waht the *&*(^&$ happened?!"</p><p></p><p>"Oh, you got hacked down when you retreated from those ogres. Attacks of Oppurtunity can be nasty."</p><p></p><p>"Why did I run away? Why not use the Withdraw action? What about my Stoneskin Scroll?"</p><p></p><p>"What's the Withdraw Action? You HAD a Stoneskin Scroll?"</p><p></p><p>Thus Player 1 is really ticked off at Player 2.</p><p></p><p>The way you are doing it must be fine for your group. But mine often comprises individuals I know, but that don't know each other that well. Thus if I did it your way, the first AWOL PC death could begin to drive a wedge between my players.</p><p></p><p>Something else to think about.</p><p></p><p>I'm going to be playing in a Gamma World d20 in a few weeks. It will be the 4th time I've actually PLAYED (as opposed to DM) in the last 18 months. I'm really looking foward to it. If I put all this time and effort into creating a character I really want to play. Then when I have to miss a session (I live 40 miles from the DM, its going to happen), being told my character rolled a 1 on his save and bit the big one. I'm going to be very, very, very, ticked off.</p><p></p><p>Unless, of course I know I've just got to wait unitl I respawn. </p><p></p><p>Your style might work, in a Multi-player Shooter Death Match kind of way. If death just means waiting to respawn. Fine. (But that's not my gaming style either).</p><p></p><p>I see your point. Respect it. Not sure I could live with it, though.</p><p></p><p>But, do you see our points as to how its seems to be unfairly punishing those for circumstances beyond their control? (Note I see yours about unfairly punishing those whoDO make it, just that doesn't apply in my games).</p></blockquote><p></p>
[QUOTE="Vraille Darkfang, post: 2365820, member: 16989"] First, In your case yes, someone is going to die. Either the absent player or the seated player. Thus, given that choice I suppose the missing player 'takes one for the team'. In my games only the seated players face the propect of death. However, their chance of dying is no greater due to the lack of their allies. In my games, missings mean you take no risk, but you reap no rewards. And your allies are not at a disadvantage for you not being there. Also, in my games the upside to death is you lose a level. The downside is Raise Dead and stuff is pretty limited. I understand WHY you are doing it the way you are, I just have a few questions. How to you prevent player resentment? As in: "Hey sorry, but my sister had her baby a month early & I had to go up and see what was going on." "No problem, your wizard's dead. He got Raised by the end of the session, but you are 4th level now." "Waht the *&*(^&$ happened?!" "Oh, you got hacked down when you retreated from those ogres. Attacks of Oppurtunity can be nasty." "Why did I run away? Why not use the Withdraw action? What about my Stoneskin Scroll?" "What's the Withdraw Action? You HAD a Stoneskin Scroll?" Thus Player 1 is really ticked off at Player 2. The way you are doing it must be fine for your group. But mine often comprises individuals I know, but that don't know each other that well. Thus if I did it your way, the first AWOL PC death could begin to drive a wedge between my players. Something else to think about. I'm going to be playing in a Gamma World d20 in a few weeks. It will be the 4th time I've actually PLAYED (as opposed to DM) in the last 18 months. I'm really looking foward to it. If I put all this time and effort into creating a character I really want to play. Then when I have to miss a session (I live 40 miles from the DM, its going to happen), being told my character rolled a 1 on his save and bit the big one. I'm going to be very, very, very, ticked off. Unless, of course I know I've just got to wait unitl I respawn. Your style might work, in a Multi-player Shooter Death Match kind of way. If death just means waiting to respawn. Fine. (But that's not my gaming style either). I see your point. Respect it. Not sure I could live with it, though. But, do you see our points as to how its seems to be unfairly punishing those for circumstances beyond their control? (Note I see yours about unfairly punishing those whoDO make it, just that doesn't apply in my games). [/QUOTE]
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