The fascinating truth is that you had an implicit "Death Flag"-like mechanic in 3E - a character can always refuse to be raised from the dead!
The fact that nobody did says a lot.
Happened in my Age of Worms game, disproving your point.
Cheers!
The fascinating truth is that you had an implicit "Death Flag"-like mechanic in 3E - a character can always refuse to be raised from the dead!
The fact that nobody did says a lot.
Happened about a month ago in the campaign I'm playing in as well.Happened in my Age of Worms game, disproving your point.
You're free to stand by it, if you like standing next to something vague![]()
The fascinating truth is that you had an implicit "Death Flag"-like mechanic in 3E - a character can always refuse to be raised from the dead!
The fact that nobody did says a lot.
I would actually like to see WotC put out an edition with a death-flag, and see how it was received. That would be a truly empirical test.
4e takes the game in a direction much closer to death flag/stakes style play (eg aspects of the skill challenge system, the metagame aspects of power use and their interaction with the saving throw and healing rules). It will be interesting to see whether it becomes/remains (choose one's preferred verb!) a popular RPG.Well, no doubt the RPGs of the future will all have wildly popular DF mechanics, thus proving me wrong.
I think that I've already mentioned that this (like GM fudging of dice) has nothing to do with death flag mechanics, because it is deprotagonising - wherease death flag mechanics take the control out of the hands of the GM and give it to the player.the "keep 'em alive" advice in the 2nd Ed AD&D DMG led to the nadir of my gaming experience.
I don't know that I agree - until 4e I've never found D&D rulebooks to be very good at explaining, in simple metagame terms, what the play experience is meant to be like. The rules for death flag/conflict resolution/stakes games tend (in my experience) to be easier to read just because they are written in a more self-conscious fashion.While I agree that no DMG to date has done a good job of explaining how to use SoD mechanics effectively, I submit that this is far simpler to get across than how to use DF mechanics effectively
My favourite thing about that quote is that it offers a very clear account of a fortune-in-the-middle mechanic in a 30-year-old rulebook.
In the quoted passage, it is very clear that we don't know what happened in the gameworld, or exactly what was attempted by the PC, untl the saving throw is resolved. The narration of events in the gameworld is then adapted to be consistent with the roll. This is much like "dying" in 4e, in which we don't know exactly what state a PC is in, or what the dying save roll means, until the mechanical situation is fully resolved.Your guys' lingo has reached a point where I don't understand what you're saying anymore.