Orion wrote:There's a huge difference between being kicked out a video game you play from your house and being kicked out of a social event with your friends that you drove to attend.
Kicked out? You're still there. You aren't being made to leave the house because your character died. And presumably you're either working on your next character or working with people to determine how your character can be brought back, or doing something to stay involved.
That MMO group is likely to disband after the failed run. Much closer to a kicked out analogy.
Fuchs wrote:K wrote:Fuchs wrote:I have made the experience that if I have to fear character death, the game loses somethig. I don't play for fun, but for keeps, and minmax/optimize/play cautious and to make sure there's the least risk possible, all to avoid losing a character.
Not that much fun.
I hate to break it to you, but you are only in as much danger as the DM decides you are in and you are not beating objective challenges in a TTRPG.
TTRPGs are not CRPGs. In a TTRPG, the DM is literally deciding who gets targeted and who doesn't, what attacks are being used, and whether or not to throw more monsters or fewer at you. This means that every time the DM has an intelligent Spellcraft-using monster not attack the lightly armored Wizard and attack the heavily armored fighter, he is nerfing the game to make sure the party wins because he's deliberately picking the substandard choice (by the same token, choosing to always target the Wizard because he has the worst AC would be another deliberate choice to kill the PCs).
Heck, the fact that DMs rarely focus fire on single characters is the biggest reason that PCs win fights. I mean, even with a CR-equal threat, focused fire can easily drop a PC every combat (though sometimes they focus fire on the high AC, high HP guy because that means the monsters do almost no damage).
I see this delusion that PCs win objective fights a lot on the Paizo forums. People argue until they are blue in the face that Fighters are "tanks," then backpeddle when they can't name even one ability that actually forces monsters to attack the Fighter and not anyone else. Somehow, they think that the fact that their DM always attacks the fighter first in every combat is some rule in the game and not the DM trying to blunt a monster's potential damage on the party while maintaining the illusion of objectivity.
Now, in a CRPG there are complicated enmity mechanics where the scripting of the game forces the monsters to attack some characters over others and no person is making the fight easier or harder. That's an objective challenge.
But any "danger" or "risk" in an TTRPG is an illusion created by the DM. This means that when a PCs dies in a RPG, it's the DM pronouncing a death sentence on your character for his own reasons.
Yes, K., I know. But that doesn't mean no DM will kill your character - 20 years ago we had DMs in our group who gleefully killed off characters "if the dice rolled right" - and of course that caused me to play in a way to make sure the dice were rolled rarely if at all against us.
To Fuchs: Thing is, due to the way the level system works it's really, really easy to get to the point where at level stuff will never kill you unless it gets really lucky or you really screw up. Higher level stuff will, and you will encounter said higher level stuff often but normal at level encounters? They're a speed bump. No real effort required.
To K: Just because the Paizo boards are dumb does not mean that everyone is dumb. Especially when the reason why they are dumb is because their DMs were protecting them from themselves, whereas I and others are discussing having the enemies do whatever makes the most sense, which means attacking the greatest threat, which most likely means the Wizard. And the Wizard has Mirror Image, so he's the best tank in the party anyways and will be fine.
And focus fire from an at level encounter isn't going to one round anyone. It might two round them, but why is it taking you so long to finish an easy fight?
But then you apparently think that the DM is a dick, out to get his players if anyone dies for any reason and then go on to compare it to things like literal kicks to the balls and murder and grand theft. So either you're using hyperbole, launching into another strawman, or are one of the entitled fucks in question. Whatever the case, I am done with you.
A Man In Black wrote:Shadow Balls wrote:The point of this being that in addition to people dying because they are being stupid, sometimes people die through no fault of their own because they are simply unlucky. People like K are not only saying that it is wrong for characters to die for being dumb, but that it is wrong for them to die for any other reason as well. And that it is wrong for them to fail their saving throw vs Glitterdust. Because all of those things result in a player sitting out for an extended period of time. And I'm not just saying that because of that one post, as he has been fairly consistent in his viewpoint throughout the thread.
You're confusing player incompetence with character stupidity. Sometimes,
players just fucking do not know better, including being bad at tactics, being bad at optimization, or just not being very bright in general. Punishing that player to make some sort of abstract point about not being bad isn't fun for anyone but possibly a sadistic or particularly superior GM, and both of those are qualities which discourage fun.
Player: *is about to do something bad*
DM: Are you sure?
Player: *doesn't take the hint* Yes.
DM: Well, what do you know? It's a giant spider. It crushes your tiny body in its jaws.
Is it punishment when they walk into an obviously bad situation and bad things happen? I say hell no. The entitled crowd claims that it is.
As for Glitterdust, it kicks you out of the game for the remainder of the combat. That's 10 minutes at the top end. Death kicks you out of the game until the group gets somewhere that they can take on a new character. That can be weeks. There's possibly a decent discussion in how fun you-lose-your-turn or you're-out-of-the-combat effects are in general, but being told that you're done playing D&D with this group for weeks almost always means that person fucks off and stops coming to D&D night for good.
I want to know why the hell it's taking weeks for them to get back into the game.
A game where there's a significant chance of a PC dying through no fault of their own is a badly-designed game, and a GM that isn't actively working to compensate for that flaw is a bad GM. I don't care what K's saying. That's what I'm saying.
1% chance, if a particular enemy attacks you, and your HP is already half or less. Even considering this happens every time said enemy attacks you, that's still something that's only going to happen once a level if that... and then you have to be at low health already to actually die from it. And you have to be vulnerable to precision damage, which many things reduce or block outright.
So if it happens anyways, that's a case of shit happens. But there isn't a significant chance of that happening even if entirely unprepared.