Swordslinger wrote:The real question is... what punishment do you use that's logical to the story and also makes them care about getting dropped in combat?
... What punishment does Doom use to make you care about dying? Oh, that's right; none. Does that make you any more likely to charge up to the cyberdemon with your fists because lol, who gives a shit? Well, maybe once or twice as a joke or a challenge. If you think you need punishment to make people care about winning or losing battles, you are factually wrong. There are dozens of games on my computer that do not punish me in the way you are suggesting for losing (an encounter OR the game), and yet I don't take their failure any less seriously. This is a non-issue.
And D&D is even better about this than any of those games, because D&D has a plot that you can change; and it's very easy to set it up such that failure prevents the PC's from changing the plot in the way they wanted. I.e., if the players fail their objectives during a big battle, they lose the battle. Even if none of the players died, they failed an objective. And that's why in Doom, you march through the whole game guns ablazing, killing everything you see; you have the objective of making it to the end, and dying counteracts that objectives. But it doesn't punish you by shutting down your game.
When you suggest you need punishment to get people to take the game seriously, nearly every videogame in existence is evidence of how wrong that is. Giving people objectives makes them want to complete those objectives, and losing battles prevents them from completing those objectives.
Chamomile quoting echo wrote:Even if it were true, following that train of logic leads to really terrible design decisions, such as the following:
No, no it doesn't. There is a meaningful difference between "playing and failing," and "not playing." Until you actually bother to make that obvious distinction, all of these arguments are just bullshit strawmen. Our argument does not actually lead to any of those arguments, and that's why K has been calling his "train of logic" a massive failure. Because it is.
Chamomile quoting Echo wrote:People are attempting to make the argument that character death is un-fun (usually without really exploring all of the ramifications of the statement), but the fact remains that it's a poor argument, especially since fun is highly subjective.
And this is where the strawman is:
that's not the position, because he keeps bringing up words like 'enjoy' and 'fun,' and that's superfluous bullshit. Failure is something you can feel shitty about in the moment, and in the end it makes a better overall play experience. Being excluded is something you feel shitty about in the moment, and it's a lot harder to figure out how that contributes to a better overall play experience.
Here's the actual argument form:
1) If there are no compelling reasons for a mechanic to exclude players from the game, it is objectively inferior to a mechanic which does not exclude players.
2) Death in D&D is a mechanic which excludes players from the game.
3) No compelling reasons exist for death in D&D to exclude players.
4) Therefore, death is an inferior mechanic.
1 is a gimme. If you seriously want to argue that, "I want to be able to kick players out of the game just because," you're just an ass. If you're excluding players from the game, you should be doing it because it makes the game better.
2 is not universally true; death at the end of a session (climactic battle) doesn't exclude players, not in any meaningful way. Also, if the game has phoenix downs or easy resurrection, 2 stops being true but at that point I would just say "the mechanic of death is different in that case." But you should draw from this that there are cases where death is okay, and ways to change death to make it okay, but death as it currently exists in D&D satisfies this statement.
3 is the actual point of debate. What compelling reasons are there for death to exclude players? I haven't seen a single good one so far; "gritty realism?" That's a joke. "Punishment incentive" from Swordslinger? Also a joke, there are more games without punishment than there are games with punishment.
Echo wrote:Furthermore, the argument "mechanics which interfere with me playing my character are bad" is a dangerously sweeping generalization which can logically be applied to any number of circumstances. If some other character casts Time Stop in a 3.5 game, they suddenly get to take the equivalent of 4 extra turns
If you're going to go to bullshit extremes, you can literally just argue "other players get turns." You don't need time-stop.
Again, you're taking the actual argument to an absurd extreme, but the argument doesn't actually lead there and you're forcing it. Excluded from the game does not mean: "you have to wait while other players take their turns." Excluded from the game means: "you go sit in the corner while other people play."