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<blockquote data-quote="Janx" data-source="post: 5864594" data-attributes="member: 8835"><p>I think it depends on what kind of special treatment.</p><p></p><p>I assume that "death is a possibility" is the default trait in every RPG unless the rules indicate otherwise. Some RPGs have rules to reduce the risk, but most RPGs I've encountered (and I have only seen a fraction) still have death on the table.</p><p></p><p>As a GM, I don't like players asking for things. I don't want to hear "can my PC find a +4 Avenger sword?" Because now it puts pressure on me to incorporate that into the game whereas it might not naturally occur. Culturally, my upbringing says this is rude. You don't ask for things. Because asking for a thing implies a right to that thing and creates an obligation on the requestee to produce it.</p><p></p><p>On death, my game is already a low lethality game. I tend to measure encounter difficulty carefully. If your PC died, I made a mistake, or you did. I have more tools to prevent it on my part (including methods folks mentioned here to satisfy the OP's guy), so most of the time, it's your fault. </p><p></p><p>If it's your fault that your PC is dead, taking that off the table softens up what I consider to be already a soft policy. I've already gone out of my way to be a gentle GM, the player can take some ownership and deal with some PC death like every other D&D player over the last 40 years has.</p><p></p><p>How is that different than Lwaxy's example of wanting his PC to be able to die? Probably because "not dying" is considered the special treatment that everybody in the group is getting. Lwaxy is declining that special treatment, and in some ways is helping the GM present Death in a way that is personal to the other players (a PC you know has died), without revoking that special treatment for the players.</p><p></p><p>Conversely, the OP's guy doesn't want to pay the price that every other player in the group pays. He wants special treatment. That becomes unfair when my PC died last week when I did something stupid, but this week, you get to keep your PC because you got special treatment.</p><p></p><p>To me, the OP's guy approached the table with pre-concieved notions taken from videogames, and several things he's said reflect that. He then wants D&D to change to suit his notion, rather than accepting that the 40 year old game concept outweighs his experience from video games. He disrespected his elders in not accepting D&D for what it was, rather than taking it as is and trying it or declining it.</p><p></p><p>Newbs who try to change the system before they've tried the system are a dime a dozen. And worth just as much in wisdom.</p></blockquote><p></p>
[QUOTE="Janx, post: 5864594, member: 8835"] I think it depends on what kind of special treatment. I assume that "death is a possibility" is the default trait in every RPG unless the rules indicate otherwise. Some RPGs have rules to reduce the risk, but most RPGs I've encountered (and I have only seen a fraction) still have death on the table. As a GM, I don't like players asking for things. I don't want to hear "can my PC find a +4 Avenger sword?" Because now it puts pressure on me to incorporate that into the game whereas it might not naturally occur. Culturally, my upbringing says this is rude. You don't ask for things. Because asking for a thing implies a right to that thing and creates an obligation on the requestee to produce it. On death, my game is already a low lethality game. I tend to measure encounter difficulty carefully. If your PC died, I made a mistake, or you did. I have more tools to prevent it on my part (including methods folks mentioned here to satisfy the OP's guy), so most of the time, it's your fault. If it's your fault that your PC is dead, taking that off the table softens up what I consider to be already a soft policy. I've already gone out of my way to be a gentle GM, the player can take some ownership and deal with some PC death like every other D&D player over the last 40 years has. How is that different than Lwaxy's example of wanting his PC to be able to die? Probably because "not dying" is considered the special treatment that everybody in the group is getting. Lwaxy is declining that special treatment, and in some ways is helping the GM present Death in a way that is personal to the other players (a PC you know has died), without revoking that special treatment for the players. Conversely, the OP's guy doesn't want to pay the price that every other player in the group pays. He wants special treatment. That becomes unfair when my PC died last week when I did something stupid, but this week, you get to keep your PC because you got special treatment. To me, the OP's guy approached the table with pre-concieved notions taken from videogames, and several things he's said reflect that. He then wants D&D to change to suit his notion, rather than accepting that the 40 year old game concept outweighs his experience from video games. He disrespected his elders in not accepting D&D for what it was, rather than taking it as is and trying it or declining it. Newbs who try to change the system before they've tried the system are a dime a dozen. And worth just as much in wisdom. [/QUOTE]
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