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<blockquote data-quote="prosfilaes" data-source="post: 5867286" data-attributes="member: 40166"><p>Whatever they are, they're clearly extra-character mechanics. They're not playing the character doing something; they're the player manipulating the universe ("fate") on behalf of the character, director-stance.</p><p></p><p></p><p></p><p>I agree. That's the worst of all worlds, where the drama of death is taken away, and nothing is put in its place. Failure is not an option isn't fun.</p><p></p><p></p><p></p><p>My problem is that it is common enough and easy enough in high-level D&D. As long as the cleric is alive, death is a fancy form of damage, and if the wizard lives and the cleric doesn't, raise dead is just a teleport away. If they both die, then that's a DM specific situation, but if the players don't want to roll up more characters, so the fighter tosses them in the bag of holding and heads for the nearest city, many DMs aren't going to want a TPK or extended play with two players sitting it out, so the fighter will make it in short order.</p><p></p><p>Short of a TPK, in high-level D&D most players would rather have their characters die then lose an important piece of equipment. The latter has more consequences.</p></blockquote><p></p>
[QUOTE="prosfilaes, post: 5867286, member: 40166"] Whatever they are, they're clearly extra-character mechanics. They're not playing the character doing something; they're the player manipulating the universe ("fate") on behalf of the character, director-stance. I agree. That's the worst of all worlds, where the drama of death is taken away, and nothing is put in its place. Failure is not an option isn't fun. My problem is that it is common enough and easy enough in high-level D&D. As long as the cleric is alive, death is a fancy form of damage, and if the wizard lives and the cleric doesn't, raise dead is just a teleport away. If they both die, then that's a DM specific situation, but if the players don't want to roll up more characters, so the fighter tosses them in the bag of holding and heads for the nearest city, many DMs aren't going to want a TPK or extended play with two players sitting it out, so the fighter will make it in short order. Short of a TPK, in high-level D&D most players would rather have their characters die then lose an important piece of equipment. The latter has more consequences. [/QUOTE]
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