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Originally Posted by Silveris
It just strikes me weird to claim that it's a failure of the system to not include those kinds of rules.
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It doesn't need to be those rules, it just needs to be
something so that no one who plays the game has to wonder how to keep enjoying it and keep it moving forward despite failure.
Quote:
Originally Posted by Silveris
By comparison, earlier editions of D&D were effectively war-games. Roleplaying back then was more about the story that rose from mechanics and battle occurrences, not the other way around.
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Don't be so sure. Some people must have seen it as the other way around, or why would there have been a shift in the design of the game?
Quote:
Originally Posted by Silveris
As roleplaying conventions have changed over the years, different kinds of ways of thinking have come up, hence why new kinds of tabletops are developed, but there isn't anything inherently wrong with 2e/3e/PF methods of death and, even if there was a personal preference for one type, it's not a failure of the system so much as a difference in personal choice.
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What "methods of death"? I honestly don't know what "methods" those games are expecting I'll use. Raise Dead? Sure if my GM didn't houserule that out, and if I don't mind not playing my character for as long as it takes that spell to be obtained and cast. But that and similar spells are all D&D gives us in terms of guidance for dealing with character death.
Quote:
Originally Posted by Silveris
Besides, there are compromises where random death is extremely minimal, but being taken out of the fight is extremely common. See 5e. Have you seen how forgiving those death rules are? If you die under 5e, you must have had an extremely bad day with the dice.
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Right, and think about
why that is: because enough people who might buy the game find death to be a boring way to fail that the game had to shift toward that in order to make the game enjoyable for those people. If the rules had instead just said "Your characters are expected to die frequently if they engage in combat, but here's why that is, why it's expected, and how you can make it fun...." then there would never have had to be a shift.
Then again, maybe the shift toward just getting to play a persistent character instead of having to risk starting over if combat ever broke out would have happened anyway as people tried to play the game in a way that emulated movies and books. Lots of people want to be the hero, not the schlub, and many of them don't have time to wade through playing schlubs.
(And, yes, I know that a lot of people play to avoid every engaging in combat. I can see that, and I enjoy games with goals other than killing everything, but combat is presented on equal terms with other aspects of the game so it's reasonable to assume that engaging in it isn't going to bring the game to a screeching halt.)