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Why my friends hate talking to me about 5e.
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<blockquote data-quote="James Gasik" data-source="post: 8688008" data-attributes="member: 6877472"><p>I've never really understood why DM's want characters to die at all, to be honest. Almost every time someone has died in a game I was running, it led to a complete disaster. The party suddenly realizes they no longer have the ability to continue the adventure now that they are missing a tentpole of the group, and we go from having fun to "let's get out of here".</p><p></p><p>The difficulties of reviving the fallen character are such that the player generally just wants to make a new character (likely a "better" character, that they feel wouldn't have died the way their current one did), which means now any sort of narrative built around them is done, and we have to integrate this new person into the game.</p><p></p><p>I've never made rules to make the game easier, other than my insistence on transparency (rolling in the open, trying to give players as much information as possible so that they can make strategic decisions), but I am never in any way looking forward to someone being locked out of the game for an extended period of time, nor do I want the current adventure I've planned out for the players to implode because a character took massive damage with no way to respond to it.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8688008, member: 6877472"] I've never really understood why DM's want characters to die at all, to be honest. Almost every time someone has died in a game I was running, it led to a complete disaster. The party suddenly realizes they no longer have the ability to continue the adventure now that they are missing a tentpole of the group, and we go from having fun to "let's get out of here". The difficulties of reviving the fallen character are such that the player generally just wants to make a new character (likely a "better" character, that they feel wouldn't have died the way their current one did), which means now any sort of narrative built around them is done, and we have to integrate this new person into the game. I've never made rules to make the game easier, other than my insistence on transparency (rolling in the open, trying to give players as much information as possible so that they can make strategic decisions), but I am never in any way looking forward to someone being locked out of the game for an extended period of time, nor do I want the current adventure I've planned out for the players to implode because a character took massive damage with no way to respond to it. [/QUOTE]
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