You must get TPK quite often, then. Must make campaign continuity hard.Luckily Rounser I don't do that. I let the dice and the encounters fall where they may. I told my players that I don't pull puches, and I DON'T! I also let the dice fall where they may. We've had several tragic deaths over a single die roll. That's the way it is. I leave it for my PLAYERS to decide. I don't make encounters with "Built In warnings", EVAR. If you do the Heroic and LIVE, I reward that in my own ways. It matters in my games. If you don't live that is sad, if you can't get raised, at least you are in Heaven for doing it right. Them's the breaks for being GOOD.
Notice that I never mentioned dice - dying to the dice is indeed, IMO, a fair death. Dying because the DM wants you to retreat from an encounter he's set up, and you can't work out that he wants you to retreat because he doesn't give you any clues and calls you "stupid" afterwards when you fight to the point of no return, is kind of stupid in and of itself, IMO - and is what I'm referring to.
I think that you're contradicting yourself - I get the impression that you imply that caution isn't heroic, according to your definitions earlier on this thread and the "stupid DM expectations" one - that you want PCs to damn the torpedoes and sacrifice themselves at the drop of a hat. That doesn't allow for much caution in my book. Caution in D&D usually involves retreat if things are going badly, which isn't heroic according to your definition of heroism.I let players get in over their heads, they know it. This breeds a cautious group, which is fine! There is a time for caution! Not every battle is the End of the World. You, as the player, makes that decision. You also live with the results. I as the DM play as fairly as I can, and sometimes just have to hope for the best.
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