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Your character died. Big deal.
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4510180" data-attributes="member: 710"><p>This is something I have said before in another thread, but it seems to require repeating here. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>A major part of the "tempering randomness" requires the DM to be aware of the pitfalls of Save or Die and to include scenes or narration that allow the PCs to figure out the danger (and their preperations against it). The DM doesn't have to force the PCs to figure this out, but he basically needs to hold up some warning signs.</p><p></p><p>The problem is that the game doesn't tell the DM so or force it. Why is Save or Die a part of the mechanics then, but not the "Warning Signs"? </p><p>If the entire scenario leading up to a "fair" Save or Die encounter requires the DM to prepare the party for it (in giving them chances to figure the danger out if they are smart enough), why shouldn't we make the final part, "Save or Die" not also a part of the DMs responsibility. Why can't the DM not just create the final "Save or Die" step himself.</p><p></p><p>This way, there is no cheap excuse "But the RAW allows me to use Save or Die this way". It is obvious whether the DM was using Save or Die "responsibly" or not. And anyone unaware of the pitfalls of Save or Die effects will not "accidentally" use them just because the system provides them.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4510180, member: 710"] This is something I have said before in another thread, but it seems to require repeating here. ;) A major part of the "tempering randomness" requires the DM to be aware of the pitfalls of Save or Die and to include scenes or narration that allow the PCs to figure out the danger (and their preperations against it). The DM doesn't have to force the PCs to figure this out, but he basically needs to hold up some warning signs. The problem is that the game doesn't tell the DM so or force it. Why is Save or Die a part of the mechanics then, but not the "Warning Signs"? If the entire scenario leading up to a "fair" Save or Die encounter requires the DM to prepare the party for it (in giving them chances to figure the danger out if they are smart enough), why shouldn't we make the final part, "Save or Die" not also a part of the DMs responsibility. Why can't the DM not just create the final "Save or Die" step himself. This way, there is no cheap excuse "But the RAW allows me to use Save or Die this way". It is obvious whether the DM was using Save or Die "responsibly" or not. And anyone unaware of the pitfalls of Save or Die effects will not "accidentally" use them just because the system provides them. [/QUOTE]
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