I shall now take the time to respond to this.
Lago PARANOIA wrote:Have I mentioned lately how retarded the assumption that you will spend every fight fighting to the death?
I agree. Only
some fights should be assumed to be to the death.
Some random bandits? Screw 'em; we'll withdraw and come back next week.
The princess gets sacrificed at midnight, thus opening a portal to the Realm of Badness? Fuck, we better get going! No matter what, we've got to stop this ritual!
Are you seriously trying to tell me that the game should be set up in such a way where we had to have our characters meaninglessly fight to the death?
No.
I am telling you that the game should be set up in such a way as to
encourage heroics. According to the back of the book, it's "a world of
heroic fantasy." In my opinion, "heroes" don't say "screw the quest" and retreat when they get a little banged up; they press on and fight.
I'm not talking about situations where time is not a factor. I'm not talking about unwinnable fights. I'm not saying that every fight has to be "underdog heroes miraculously snatch victory from the jaws of defeat."
I'm saying that the game is currently
not designed to encourage this specific brand of heroism, and I think that's a shame. It's the 5-minute adventuring day writ large. PCs stop to rest - or retreat - because their level-appropriate powers are diminshed, and it often kills the drama.
Dungeons and Dragons is not a fucking video game. There are some fights that you can't win and fighting to the death like some brain-damaged berserker is not a mark of heroism--it's a mark of insanity and stupidity!
I agree completely. We have no disagreement here. Some fights cannot be won, and retreat should -
usually - be a valid option.
On the other hand, fighting to the death is
sometimes a mark of heroism, if whatever you're fighting for is worth more than your life.
Characters lose battles and sometimes realize that the battle they're about to get into is hopeless. I don't care how heroic or noble your character is, it will eventually happen. And a game mechanic that forces characters to commit suicide because 'win every adventure no matter what or die' is an assumption of what characters do needs to be thrown in the garbage.
Agreed. See my previous statement.
A setup where
every battle was a grit-your-teeth-and-fight-through-the-pain, skin-of-the-teeth potential victory would be just as unpleasant as one where every battle - no matter how minor - ended with the PCs resting for 8 full hours, no matter the power of the enemy or the context of the situation. Both are ludicrous extremes.
Edit: Spelling.