T O P I C R E V I E W |
Hawkins |
Posted - 05 Mar 2012 : 17:23:42 This week's article, by Mike Mearls. |
4 L A T E S T R E P L I E S (Newest First) |
cguthrie |
Posted - 19 Mar 2012 : 06:07:54 I couldn't agree any better. I mean, when there is the thought of death, which quite frankly has been something that people have held back with time and again. And though games do not really have anything close to death at its disposal, the thought of something ending will almost certainly be of the same effect. i guess that would be something to hold make them care more about their stuff in game. |
Hawkins |
Posted - 05 Mar 2012 : 20:05:22 I think to "support all styles of play" they will need to include some variation of SoD in 5e ("D&D Next" is too gimicky, part of the reason I have my reservations about them having learned their lesson with 4e). |
crazedventurers |
Posted - 05 Mar 2012 : 19:32:04 I like save or die, but I use it very very sparingly as a DM. The 'fear of death' for an adventurer is important in the game as the players start to really care about their characters, so if there is a save or die monster or NPC about then they have to stop and think about their actions and whether they really need to be having this fight at this specific time. It also forces them to choose other tactics than simply run in and hope for the best as they batter the bad guy!
I for one would like to see the mechanic (in some form) in D&D next.
Cheers
Damian |
Jeremy Grenemyer |
Posted - 05 Mar 2012 : 17:53:01 I've used save or die mechanics in prior games. Haven't introduced them into my latest game.
The concept is tricky for me as a DM: on the one hand I really don't like killing a character that is well developed by the player who made it, roleplayed well by that player and is a good, functioning member of the adventuring party.
On the other hand I think there's room in the game for instant death. I don't think it should be around every corner of the dungeon, but when you get to certain points of the adventure there ought to be that chance.
I think Save or Die effects are best when the player knows it's coming and there's tension at the gaming table. When your character dies by a Save or Die effect, it should be at an important point in the adventure. That way it's a bummer but it's not like you feel you were cheated or forced to experience a meaningless death at a low point in the adventure.
And if you survive a Save or Die effect, that's a palpable relief that not only you, but the other players at the table, all feel. |