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Why penalize returning from death?
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<blockquote data-quote="5ekyu" data-source="post: 7288919" data-attributes="member: 6919838"><p>Or its possible to play a character whose flawless knowledge of goblin power and capability and approximations are not gifted at birth who cam as a low level adventurer make a guess, wind up getying unlucky and suffer for it. </p><p></p><p>The notion that getting characters killed somehow morphs into lack of player roleplaying and then supports adding to next character knowledge is silly.</p><p></p><p>If instead of goblins, it was an ancient riddle box and each wrong guess kills a character, is his "replacement" character supposed to know all the wrong answers too, just like this new character wont repeat that goblin mistske? Cuz, its learning roleplaying if he does? </p><p></p><p>Right? </p><p></p><p>Part of Roleplaying is separating player and character knowledge, or so i always thought.</p><p></p><p>Thats part of why losing and not dying is so much better in many cases, the continuation of shared knowledge and history.</p><p></p><p>The whole notion of "carryover to next character knowledge" seems to be a huge step in devaluing PC death, which seems to run counter to the pro-death positions.</p><p></p><p>Sent from my VS995 using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="5ekyu, post: 7288919, member: 6919838"] Or its possible to play a character whose flawless knowledge of goblin power and capability and approximations are not gifted at birth who cam as a low level adventurer make a guess, wind up getying unlucky and suffer for it. The notion that getting characters killed somehow morphs into lack of player roleplaying and then supports adding to next character knowledge is silly. If instead of goblins, it was an ancient riddle box and each wrong guess kills a character, is his "replacement" character supposed to know all the wrong answers too, just like this new character wont repeat that goblin mistske? Cuz, its learning roleplaying if he does? Right? Part of Roleplaying is separating player and character knowledge, or so i always thought. Thats part of why losing and not dying is so much better in many cases, the continuation of shared knowledge and history. The whole notion of "carryover to next character knowledge" seems to be a huge step in devaluing PC death, which seems to run counter to the pro-death positions. Sent from my VS995 using [URL=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/URL] [/QUOTE]
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Why penalize returning from death?
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