FatR wrote:And why should failure be fun? I'm fully serious here, because the most common observed cause for character death in my experience is the player not being willing an effort in the game, including listening to good advice. I can remember a couple of games which suffered immensely because a player like this was plot-shielded for OOC reasons (like, being the key group member's significant other). So why in the Nine Hells should a GM positively reinforce failure? Why should a GM reward stupidity and lack of effort?
This. This summarizes my arguments in one paragraph. Sure occasionally people die to bad luck but mostly it was something that was their fault, be it running a bad class after being advised against it, running low saves after being advised against it, or splitting the party after being advised against it.
And it is not like the penalty for death in DnD is actually severe. Probability is stacked in favor of PCs' survival on "normal mode" - I generally see about 1 character death for level 1 to 10 campaign on average (hard to say for higher levels, campaigns tend to not last that long), even taking presence of bad players like outlined above into account. Considering that reviving dead is available from, like, level 6-7, if anyone in the group cares, the situation where a character death will cause a player to miss rest of the session is hard to imagine, and the average amount of "death downtime" per campaign is likely less that the total time you'll spend looking at loading screens during a single CRPG playthrough. If you want immediate gratification so much that this is unacceptable to you, you'll probably a bad player anyway, because you don't invest your time into learning either the rules or the setting.
And also this. Even when you are fighting a CR + 4 encounter that is supposedly equal to you... it really isn't. Either it is one big enemy which you beat because of getting 4 actions to its one or it's something like a rival adventuring party, but NPCs have substantially less wealth so it's much easier to beat your "mirror matches" than vice versa. The default fight is CR = your average party level which is really just going to be a 4 on 1 style bully beatdown. Or a mook mowdown.
deanruel87 wrote:FatR What you are mistaking is a desire to believe that you are "winning" in DnD. That isn't true. You are cooperating in a group social event for fun. If you and your group play squash you could win but you can't "win" in DnD. Who is your opponent? Who are you defeating? Who is making an attempt to be victorious against you that you are succeeding against?
Sir Virtuous is fighting those heathen Orcs, over there. They are resenting being faced with a Holier Than Thou Murdering Hobo, and are trying to kill
him and take
his stuff. You are playing Sir Virtuous. You are trying to make the decisions for him that make him put down the foul Orcs (that curiously seem to have committed no crimes other than pinging evil) and are trying to avoid the actions that get him stabbed in the face.
The other players are on your side and are here for social entertainment and the DM is an fun-referee who is trying to make an evening fun for you and his players. No one is against you so how can you win.
So all of those fights were just my imagination? Not in the sense of being imaginary to me, but in the sense of being imaginary even from the perspective of my character?
No I think this is another example, and don't take this personally because I honestly don't mean it as such, of players wanting to think that they are special. They want death to be a thing that exists but that happens to somebody else out there, because they are just too good. It is my belief that this is just a lack of understanding that that is the ILLUSION DnD has been trying to create for decades. It is not real. You don't die because no one here is trying to kill your character. That is why. Not because of your leet skills and sweet rule-fu. DnD is about, in it's current iteration, creating an illusion that death is possible and results from failure but this is simply not true. It is an illusion, and an intentional one.
That sounds like what the anti death people think. That would explain why they get so mad about their own mistakes. But you weren't saying that.
K wrote:I guess it just seems like punishing weaker players seems pointlessly punitive. At worst, it causes someone to just leave the game and at best it creates a power-gamer.
To even get to this point he had to receive advice multiple times and ignore it. I am not seeing learning that he really should have listened to the people that are trying to help him as a bad thing. And if such a person, who meets the definition of a basket weaver reacts to this by either leaving the game or becoming a power gamer, that is a good thing. The former because they will stop bothering everyone with their inept characters and story lawyering and the second for the same reason and hey, +1 good player.
...Or you have no friends who want to play with you and that's why you're so worried about offending every whiny bitch of an immature player whose imaginary dwarf got killed by a minotaur's critical hit?
I must admit, that was a funny one.
FatR wrote:And now I'm finding myself siding with Shadow Balls more and more because it really seems that the "anti-death" crowd is actually against the "applying effort" part in TTRPGs (well, apparently, except if you are GM, in which case you are supposed to do any amount of extra work necessary to coddle your players).
And this as well. It's been my experience that the anti death crowd just doesn't want to put forth any effort. I'm not just talking about in terms of getting their character up to par mechanically to deal with combat, I mean in general. You'd think the basket weaver sorts would at least be involved more in non combat scenarios, but they'll sit there with around 15 skills maxed and have very little to say. Even though they should by all rights be having a field day with the situation. That would require effort though.
Well, duh, bad outcome happening to somebody else, but not himself if what every player who plays games with failure conditions, whether cooperative or competitive, want, so I don't know why you think I can be offended by this. Just ask any raider in WoW if he wishes the potential threat of being wiped by the boss to disappear - yet he surely does not want this to happen with his group. This does not mean that every such player is also a sore loser who can't accept that this time he got defeated.
Even here though, a lot of WoW players are getting frustrated because things are getting so easy now. They can just go into new content and start beating it easily. They don't want their own group destroyed, and yet a reduced chance of that happening is severely dampening their enjoyment of the game.
Stubbazubba wrote:Applying effort in an RPG? All you're talking about is system mastery. A player who has never played the game before is worthless to you and should just let other people control all his significant actions until he just catches on, and if he has the gall to play his made-up character in a made-up fantasy world in a collaborative storytelling activity, then he should be punished if that's not also the most tactically optimal thing to do by killing his character and being told, "Go away and come back when you've learned to not be stupid, newb."
System mastery, active thought, and listening to those trying to help you. In the case of someone new to the game, that help is likely to involve being directed to be a Druid, as they are strong enough to be hard to mess up even in inexperienced hands. If someone who already doesn't understand things sets the handicap slider all the way over by playing "Fighter" or something on top of that, they are going to get destroyed.
There is no effort measured here, only an accumulated mastery of the system. While I can understand that some DMs are all about that, the story and characters be damned, why is it not OK for players to go against the odds, make the sub-optimal choice, in the name of staying true to their character concept or even just to realize said character concept in the first place? Why is killing monsters objectively better than playing your character? System mastery is not the only kind of effort going on when a bunch of nerds get together to enjoy social entertainment. The effort to contribute to the collaborative narrative through making interesting characters and then playing them faithful to that should not be punished in order to 'teach' them how to play the game properly.
They can do it anyways. Just it won't end well for them. Especially if they lack effort.
The Monk class was not made to be the class that you learn to not play, it was made underpowered on accident. Punishing anyone who plays one for not applying the "effort" to know that they're just unplayable is simply ridiculous. The game designers made mistakes, why are we compounding them by strictly coloring within the lines they inadvertently made, punishing anyone who leaves the framework made by mistake? No, system mastery is not "player effort," not by a long shot. You're considering the whole game very narrowly when you think of it that way.
It probably was made underpowered intentionally actually. Ivory Tower Design. But either way when someone says "play a Tome Monk, it's much better" and they get ignored, then whatever happens happens. The DM isn't setting out to punish them for playing a 3.5 Monk, but the world will nonetheless punish them as he has a character that can neither hit nor hurt things despite hitting and hurting things being his primary function.
But what I find most shocking about this thread is how many are against the concept. This forum was the one that invented the Same Game Test. That thing that codifies whether or not a given character is level appropriate. K's name is on the fucking Tomes, which were written so that Fighters and Monks and Barbarians etc could be level appropriate. And yet he is the biggest one railing against death, which generally comes from not being level appropriate. What the fuck?