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Your character died. Big deal.
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<blockquote data-quote="Scribble" data-source="post: 4509126" data-attributes="member: 23977"><p>I do, but not with any regularity. I'm not very good at it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>But I think you're dissagreeing with a point I'm not trying to make. Or I'm not doing a good job communicating that point. Which is the more likely case, as I'm posting while at work, and it was the end of the day, and sometimes I ramble. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'm NOT arguing that death shouldn't be a part of the game, or that all of the randomness should be removed. Those elements are very important to the game. Sometimes the dice just roll low, and you get screwed. </p><p></p><p>Poker analogy aside, what I AM saying is that the randomness needs to be tempered, and controlled to a degree. When I enter a D&D fight, there are several things happening that let me see the degree of the challange and modify my strategies to suit.</p><p></p><p>If I enter the battle, and the creature takes a swing, I can get a rough idea of the creatures strength. He hits well, or he does a lot of damage. I can then say either I think I can take em, or Oh crap lets ditch. It even teaches me a bit about what strategies work well, what strategies don't. Random dice should modify this event. That's part of the fun.</p><p></p><p>Put a SoD into the mix though, and things change. None of the buffers I normally utilize to learn about an enemy are in effect. I don't get that "oh man, I gotta ditch!" moment. It ALL resides on hoping I make my save. If I don't make that save, then that's it. </p><p></p><p>Turning it into a save save or die gives you a slight buffer zone. It's not a huge thing. It's still going to kill you if you don't react properly, or quickly, just like the heavy hitter will still kill you if you keep trying to go toe to toe. It's just not forcing you to rely soley on hoping your dice roll well.</p><p></p><p>Raven: I get what you're saying about the DM throwing things in there to alert the players about the pending SoD danger... The issue I have is that you're now no longer relying on the game. You're relying on the imagination of the players, and everyone's imagination is different. What's clearly obvious to you, could be completely opposite of what I'm seeing.</p></blockquote><p></p>
[QUOTE="Scribble, post: 4509126, member: 23977"] I do, but not with any regularity. I'm not very good at it. :) But I think you're dissagreeing with a point I'm not trying to make. Or I'm not doing a good job communicating that point. Which is the more likely case, as I'm posting while at work, and it was the end of the day, and sometimes I ramble. :) I'm NOT arguing that death shouldn't be a part of the game, or that all of the randomness should be removed. Those elements are very important to the game. Sometimes the dice just roll low, and you get screwed. Poker analogy aside, what I AM saying is that the randomness needs to be tempered, and controlled to a degree. When I enter a D&D fight, there are several things happening that let me see the degree of the challange and modify my strategies to suit. If I enter the battle, and the creature takes a swing, I can get a rough idea of the creatures strength. He hits well, or he does a lot of damage. I can then say either I think I can take em, or Oh crap lets ditch. It even teaches me a bit about what strategies work well, what strategies don't. Random dice should modify this event. That's part of the fun. Put a SoD into the mix though, and things change. None of the buffers I normally utilize to learn about an enemy are in effect. I don't get that "oh man, I gotta ditch!" moment. It ALL resides on hoping I make my save. If I don't make that save, then that's it. Turning it into a save save or die gives you a slight buffer zone. It's not a huge thing. It's still going to kill you if you don't react properly, or quickly, just like the heavy hitter will still kill you if you keep trying to go toe to toe. It's just not forcing you to rely soley on hoping your dice roll well. Raven: I get what you're saying about the DM throwing things in there to alert the players about the pending SoD danger... The issue I have is that you're now no longer relying on the game. You're relying on the imagination of the players, and everyone's imagination is different. What's clearly obvious to you, could be completely opposite of what I'm seeing. [/QUOTE]
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