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Where does the punitive approach to pc death come from?
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<blockquote data-quote="Fanaelialae" data-source="post: 6529674" data-attributes="member: 53980"><p>It's because the dice are impartial whereas I am not. If I'm being completely honest, while I'm willing to kill PCs I generally hate to do it (sometimes it seems like the character death is worse for me than for the player). Like favored characters from a novel, I get attached to certain PCs and I want to see what happens to them. I certainly don't want them to end up face down in the mud. </p><p></p><p>At the same time, as DM, I'm supposed to be impartial. It definitely wouldn't be fair if Joe always gets a deus ex machina 11th hour intervention because I really like where his character is going, while Dave doesn't because I don't find his character as interesting. While deus ex machina for everyone every time simply wouldn't work for this group (I've proposed Death Flag rules before, and they always respond that they'd prefer to have death as an omni-present threat).</p><p></p><p>That's where the dice come in. I set a low chance for the rogue's intervention (12%) and I happened to roll 7%. If the dice had gone the other way, as was probable, then short of making three consecutive death saves, the rogue would have died and the party probably would have TPK'd. Which would have been disappointing, but they'd have grabbed their backup characters and we'd continue the campaign (probably on a new premise). Sometimes that's the way it goes.</p><p></p><p>That isn't to say that I think someone who just has the deity show up is doing it wrong. But I do think they would be doing it wrong if they were running that same scenario for my players. Or at least they'd be doing it wrong if they consistently did so whenever my players got into trouble (this is the first time I've checked for divine intervention in this campaign). If I let the dice decide, then I have a clean conscience regardless of whether the outcome falls the way I was hoping or it ends in a TPK.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6529674, member: 53980"] It's because the dice are impartial whereas I am not. If I'm being completely honest, while I'm willing to kill PCs I generally hate to do it (sometimes it seems like the character death is worse for me than for the player). Like favored characters from a novel, I get attached to certain PCs and I want to see what happens to them. I certainly don't want them to end up face down in the mud. At the same time, as DM, I'm supposed to be impartial. It definitely wouldn't be fair if Joe always gets a deus ex machina 11th hour intervention because I really like where his character is going, while Dave doesn't because I don't find his character as interesting. While deus ex machina for everyone every time simply wouldn't work for this group (I've proposed Death Flag rules before, and they always respond that they'd prefer to have death as an omni-present threat). That's where the dice come in. I set a low chance for the rogue's intervention (12%) and I happened to roll 7%. If the dice had gone the other way, as was probable, then short of making three consecutive death saves, the rogue would have died and the party probably would have TPK'd. Which would have been disappointing, but they'd have grabbed their backup characters and we'd continue the campaign (probably on a new premise). Sometimes that's the way it goes. That isn't to say that I think someone who just has the deity show up is doing it wrong. But I do think they would be doing it wrong if they were running that same scenario for my players. Or at least they'd be doing it wrong if they consistently did so whenever my players got into trouble (this is the first time I've checked for divine intervention in this campaign). If I let the dice decide, then I have a clean conscience regardless of whether the outcome falls the way I was hoping or it ends in a TPK. [/QUOTE]
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