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General Tabletop Discussion
*TTRPGs General
Worlds of Design: Always Tell Me the Odds
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<blockquote data-quote="Blue" data-source="post: 7996984" data-attributes="member: 20564"><p>Pardon my generalization, but this is a very D&D-type calculation. Where the most common odds are win or die. Other shades of loss are not as commonly seen. (And when survival and win are the same, we often get players conflating their character winning with them winning, which is a closely related but completely separate problem.)</p><p></p><p>First, player don't understand the odds of dying. In many way <strong>this is a good thing</strong>. That's because the DM can establish stakes of <em>fear</em> of death, which is actually a good distance away from <em>actual</em> death. So lack of knowledge of the odds leads you to think that you've made a much bigger bet, and you can enjoy the adrenaline of that bet.</p><p></p><p>If you feel like you are betting 100 hours of play, you feel like you have it all on the line. Really, that's not the bet you are currently facing - there is a good buffer between down and dead. So really you are waging 15 minutes of non-activity - about one turn before someone stands you back up.</p><p></p><p>Even if you die, at 10th level you're now betting about getting hit with a revivfy, which is a noticeable but not exorbitant resource cost. Clerics, bards with magical secrets, divine sorcerers/warlock - lots of ways to have it. Safe bet is the party has it.</p><p></p><p>It's only after that where what you're wagering gets big - either significant amount of time sitting out until your character can be raised (after next long rest or after travel to an NPC), or (finally!) the 100 hours of play.</p></blockquote><p></p>
[QUOTE="Blue, post: 7996984, member: 20564"] Pardon my generalization, but this is a very D&D-type calculation. Where the most common odds are win or die. Other shades of loss are not as commonly seen. (And when survival and win are the same, we often get players conflating their character winning with them winning, which is a closely related but completely separate problem.) First, player don't understand the odds of dying. In many way [B]this is a good thing[/B]. That's because the DM can establish stakes of [I]fear[/I] of death, which is actually a good distance away from [I]actual[/I] death. So lack of knowledge of the odds leads you to think that you've made a much bigger bet, and you can enjoy the adrenaline of that bet. If you feel like you are betting 100 hours of play, you feel like you have it all on the line. Really, that's not the bet you are currently facing - there is a good buffer between down and dead. So really you are waging 15 minutes of non-activity - about one turn before someone stands you back up. Even if you die, at 10th level you're now betting about getting hit with a revivfy, which is a noticeable but not exorbitant resource cost. Clerics, bards with magical secrets, divine sorcerers/warlock - lots of ways to have it. Safe bet is the party has it. It's only after that where what you're wagering gets big - either significant amount of time sitting out until your character can be raised (after next long rest or after travel to an NPC), or (finally!) the 100 hours of play. [/QUOTE]
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