Should GM's allow Monsters to one shot players in society play?


Pathfinder Society

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Quendishir wrote:
NWOrpheus wrote:

First off, this is why you ask people, explicitly, "Have you run this scenario before?"

If yes: "Can you keep your mouth shut on encounters?"

If no: "You can't play."

Easy peasy. As stated just a moment ago, Mike Brock has said "Do not change the tactics. They're written that way for a reason."

You were in the wrong by not kicking him from the table. Period.

Link to Brock's post on this. Now.

The moment I see it is the moment I fold up my Pathfinder books, my GM screen, and tuck away the characters. We expect GMs to simply read the book itself and make things "fun" for the party, and with this we sacrifice our own fun to do it. We may as well sit there and Ben Stein that s*&*, because there is no point anymore to giving them personalities other than to appease the players.

I have not played in an instance in over four months because I am the only person who will GM. Literally, if I stop GMing, ten people in two groups stop playing. None of them wants to take the time to set up the scenario. I took a two-month hiatus at one point because of the aforementioned anecdotal person, as well as getting tired of every NPC I had being intimidated, warranted or not. It just became boring for me. So I stop buying scenarios (which I am not compensated for by the store or the players, because the store owner will not allow me to). The group has no GM, because they don't have someone to buy the scenarios, read up on them and put together a fun game for the players. And the entire group goes to Shadowrun, or Legend of the Five Rings, or The Dresden Files.

I've heard Dresden Files is fun, and I love the world. Shadowrun 4e is a nice nerf'd down version of a game that you might like!

If you want to sell your books and mods and GM screen, let me know, or link me an ebay site. Maybe I'll make a bid if the price is right.

Mike Brock on GMing

Mike Brock wrote:
Mark and I discussed this. The scenarios are to be GMed as written. This isn't a grey area. I'm more concerned with a GM who thinks he can adequately adjust a scenario to better challenge the party and then kills PCs because extra creatures were added, or harder DCs were assigned to traps, or a coup de grace not written in the tactics, or any number of other circumstances a GM could change. There also is the added consideration that if a GM increases the difficulty of a scenario, you are also burning up more resources of the PCs that other players didn't have to, thus causing the PCs at your adjusted scenario table to spend more gold than they should have had to. It opens a Pandora's Box that just doesn't need to be opened. GM the scenarios as written please.

Also, I liked this one. I think it applies here.

Mike Brock wrote:
Nimon wrote:
Here is the main point. Why GM for PFS? At this point you have made it a job. One no one is getting paid for, well with some possible exceptions I did see a place in Denver that charges 2 bucks to give the GM, but besides an arrangment like that you have really taken out any of the fun out of GMing by this dogma.
As has been said on numerous occasions in the past, Pathfinder Society is not for everyone. If you feel that GMing a scenario as written is not for you, and is more of a job than pleasure, I encourage you to seek out a home game that better fits your gaming needs. It is why I have my own home game of Pathfinder. Because I follow the rules for PFS like everyone else and run the scenario as written. But, when I want a more creative effort as a GM, I will let go in my home game.


In addition, if you think you're getting the short shrift, why not take that break, leave the players to their own devices for a while, and play some online games with all the GM credit on those characters that you've earned. If you want help finding VTT's, let us know.

But also remember that MOST GM's are going to follow the rules and scenarios properly. Perhaps it would benefit you to be on the other side of that table, and see how you prefer the game?

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

Meandering back around to the topic...

Character death is part of life. The downside of 'lowballing' death is, for organized play, what happens when you travel outside your area?

For example, people from outside Central Ohio are going to be coming to Columbus next week. Odds are, at least some of them will sit at a table I'm running. I'm working on being more prepared than I've ever been, but at the same time, I'll not be 'softballing' the scenario. I won't be changing it to make it harder, but I'll not be fudging or changing rolls (or roles) to keep the PCs alive.*

Now what if Billy Bard is at that table and has made it to 5th level with local GMs who have 'fudged' crits and the like so he's still wearing leather armor and fighting with a non-magical club? He runs into combat with the gnome, because he's always survived due to GM fiat, and suddenly it's "Oh gods, he did HOW much damage? And on a crit? I couldn't take that damage normally!" It's not the scenario that's 'ruined his fun,' it's not me, it's that he's played 15+ sessions with stupid tactics and never learned from them. Maybe he should have died at 3rd level, and would have had to pay for the raise dead and the experience would have humbled him. If he rage quits at the table, it leaves a sour taste in everyone's mouth there.

MAybe Billy's a phenominal role player. Maybe Billy's a great artist who's done awesome work for his group. If Billy gets soured on the game because crit didn't happen until he got to a new GM's table, maybe PAthfinder lost a good player.

Crit happens. Let it.

*

Spoiler:
I want to have an awesome game, and provide players an awesome experience. I make mistakes (I'm really bad about forgetting disease effects) but I don't 'fudge' for experienced players. For the local gamers I joke about past games "GM's dont' kill characters, repeated applications of fireball kill characters." but it's with the locals who know, if not appriciate my humor.

Liberty's Edge

Lastshade wrote:
To answer shadowcat x. The ninja's con was 10. Mostly went for Dex charisma and strength. I built her to help fights and be sneaky. What is toughness? And the only thing I can find on favored classes was it increased you chi.

Toughness is a feat that gives you extra hit points.

But let me get this straight, you put absolutely no effort into keeping the character alive, but you're complaining that the character died without you "having a chance?" You had a chance. It is called buy up your constitution. Take Toughness. Use your favored class bonus for hit points.

It isn't Pathfinder Society's job to coddle you. You made the build choices and obviously they turned out to be bad ones. Learn from this, let it make you a better player.


ShadowcatX wrote:
Lastshade wrote:
To answer shadowcat x. The ninja's con was 10. Mostly went for Dex charisma and strength. I built her to help fights and be sneaky. What is toughness? And the only thing I can find on favored classes was it increased you chi.

Toughness is a feat that gives you extra hit points.

But let me get this straight, you put absolutely no effort into keeping the character alive, but you're complaining that the character died without you "having a chance?" You had a chance. It is called buy up your constitution. Take Toughness. Use your favored class bonus for hit points.

It isn't Pathfinder Society's job to coddle you. You made the build choices and obviously they turned out to be bad ones. Learn from this, let it make you a better player.

I love that "better player" is almost always equated to "better character builder", with an occasional nod to "better combat tactics".


Matthew Morris wrote:

Meandering back around to the topic...

Character death is part of life. The downside of 'lowballing' death is, for organized play, what happens when you travel outside your area?

For example, people from outside Central Ohio are going to be coming to Columbus next week. Odds are, at least some of them will sit at a table I'm running. I'm working on being more prepared than I've ever been, but at the same time, I'll not be 'softballing' the scenario. I won't be changing it to make it harder, but I'll not be fudging or changing rolls (or roles) to keep the PCs alive.*

Now what if Billy Bard is at that table and has made it to 5th level with local GMs who have 'fudged' crits and the like so he's still wearing leather armor and fighting with a non-magical club? He runs into combat with the gnome, because he's always survived due to GM fiat, and suddenly it's "Oh gods, he did HOW much damage? And on a crit? I couldn't take that damage normally!" It's not the scenario that's 'ruined his fun,' it's not me, it's that he's played 15+ sessions with stupid tactics and never learned from them. Maybe he should have died at 3rd level, and would have had to pay for the raise dead and the experience would have humbled him. If he rage quits at the table, it leaves a sour taste in everyone's mouth there.

MAybe Billy's a phenominal role player. Maybe Billy's a great artist who's done awesome work for his group. If Billy gets soured on the game because crit didn't happen until he got to a new GM's table, maybe PAthfinder lost a good player.

Crit happens. Let it.

All true if we're talking about individual GMs "Fudging" to keep characters alive. Not so relevant if we're talking about an overall policy change.

Seems to me one of the simplest ways to minimize the one-shot crit problem is to not use x3 crit weapons in low tier scenarios.

Dark Archive

I will say that if "fudging the dice" isn't legal to save a character, it also should not be to kill one. I have had several PFS GMs admit to me that they do this. If this is indeed not an encouraged practice, get rid of the screen all together and have a GM mat. Maybe when your GM is rolling out in the open, you'll have less crits. Integrity goes both ways.


Nimon wrote:


I will say that if "fudging the dice" isn't legal to save a character, it also should not be to kill one. I have had several PFS GMs admit to me that they do this. If this is indeed not an encouraged practice, get rid of the screen all together and have a GM mat. Maybe when your GM is rolling out in the open, you'll have less crits. Integrity goes both ways.

There are valid uses for hidden rolls. Mostly outside of combat. Things whose results the characters wouldn't know immediately.

GM screens aren't just about fudging rolls.

3/5 RPG Superstar 2013 Top 16

It's true that there are some rolls that are required by the rules to be secret (Disguise checks, Linguistics checks to make forgeries, etc.).

Fudging the dice to keep players alive seems to be generally accepted, as long as it's just for keeping brand new players from having a bad first experience. But fudging the dice against the players is absolutely unacceptable, and you need to have a talk with those GMs, and/or report the issue to your local VO.


Matthew Morris wrote:

Meandering back around to the topic...

Character death is part of life. The downside of 'lowballing' death is, for organized play, what happens when you travel outside your area?

For example, people from outside Central Ohio are going to be coming to Columbus next week. Odds are, at least some of them will sit at a table I'm running. I'm working on being more prepared than I've ever been, but at the same time, I'll not be 'softballing' the scenario. I won't be changing it to make it harder, but I'll not be fudging or changing rolls (or roles) to keep the PCs alive.*

Now what if Billy Bard is at that table and has made it to 5th level with local GMs who have 'fudged' crits and the like so he's still wearing leather armor and fighting with a non-magical club? He runs into combat with the gnome, because he's always survived due to GM fiat, and suddenly it's "Oh gods, he did HOW much damage? And on a crit? I couldn't take that damage normally!" It's not the scenario that's 'ruined his fun,' it's not me, it's that he's played 15+ sessions with stupid tactics and never learned from them. Maybe he should have died at 3rd level, and would have had to pay for the raise dead and the experience would have humbled him. If he rage quits at the table, it leaves a sour taste in everyone's mouth there.

MAybe Billy's a phenominal role player. Maybe Billy's a great artist who's done awesome work for his group. If Billy gets soured on the game because crit didn't happen until he got to a new GM's table, maybe PAthfinder lost a good player.

Crit happens. Let it.

*** spoiler omitted **

This!!

Sovereign Court 4/5 5/5 ** RPG Superstar 2014 Top 32

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I accept that sometimes character death happens. It's not my favorite part of the game by any means, but I accept that it happens.

My problem is when it happens without a reasonable opportunity for the player to do anything.

Let's take a look at a particularly deadly Level 1 scenario. There is an invisible thing in it that, when it crits, can do about 60 damage to a level 1 character. In order to prepare for it given skills available at level 1, you would need a perception score of around +25, and even then, it's a pretty low chance. That's just not satisfying in the least.

This is made even worse when you realize that the enemy in particular is practically built to crit.

I have zero problem with difficult scenarios. I have a huge problem with scenarios that don't make you feel satisfied about your gaming experience. That particular creature is a glass cannon - he goes down almost immediately after killing a PC - the rest of the fight is zero challenge.

Finally, I am personally an advocate for the idea that more scenarios should have a higher chance of mission failure rather than character death. The party dying is not the only way to add challenge. What if the characters failed to prevent an assassination in time, or trusted the wrong PCs? There are a wide variety of ways to add challenge to the game without increasing the rate of character death, and I feel that this is an option that is rarely used.

Dark Archive

thejeff wrote:


There are valid uses for hidden rolls. Mostly outside of combat. Things whose results the characters wouldn't know immediately.
GM screens aren't just about fudging rolls.

I roll open all the time, in every RPG I play. You do not have to announce why you are rolling if it is something that you have described, but in combat it is nice to know with out a doubt your GM is on the up and up. Players appreciate that as much as GMs do.


Netopalis wrote:

I accept that sometimes character death happens. It's not my favorite part of the game by any means, but I accept that it happens.

My problem is when it happens without a reasonable opportunity for the player to do anything.

Let's take a look at a particularly deadly Level 1 scenario. There is an invisible thing in it that, when it crits, can do about 60 damage to a level 1 character. In order to prepare for it given skills available at level 1, you would need a perception score of around +25, and even then, it's a pretty low chance. That's just not satisfying in the least.

This is made even worse when you realize that the enemy in particular is practically built to crit.

I have zero problem with difficult scenarios. I have a huge problem with scenarios that don't make you feel satisfied about your gaming experience. That particular creature is a glass cannon - he goes down almost immediately after killing a PC - the rest of the fight is zero challenge.

Finally, I am personally an advocate for the idea that more scenarios should have a higher chance of mission failure rather than character death. The party dying is not the only way to add challenge. What if the characters failed to prevent an assassination in time, or trusted the wrong PCs? There are a wide variety of ways to add challenge to the game without increasing the rate of character death, and I feel that this is an option that is rarely used.

Very much this. And the solution is one of scenario design, not of fudging.

Highly swingy scenarios like this example, or even the generic great-ax wielder are a problem not because it's so horrible when characters die, but because they're not good challenges: Most groups get through them with ease (GM didn't roll crit), in other cases someone dies with little chance (GM crits).

And I'm even more in favor of non-death failures. Making the game/scenario more challenging isn't always a matter of making the fights more challenging.

The Exchange 2/5

Netopalis wrote:
Let's take a look at a particularly deadly Level 1 scenario. There is an invisible thing in it that, when it crits, can do about 60 damage to a level 1 character. In order to prepare for it given skills available at level 1, you would need a perception score of around +25, and even then, it's a pretty low chance. That's just not satisfying in the least.

That would be zero fun to play, even if your character wasn't the one randomly doomed just by attempting to play that scenario.

It makes me wish that the rule actually read:
"When your character's current hit points drop to a negative amount equal to his Constitution score or lower, they will die at the end of their next turn unless healed.

There should always be the chance for the players to actually do something.

The Exchange 2/5

thejeff wrote:

... the solution is one of scenario design, not of fudging.

Highly swingy scenarios like this example, or even the generic great-ax wielder are a problem not because it's so horrible when characters die, but because they're not good challenges

True, but we can only play using the scenarios released. Redesigning them before play is forbidden whereas fudging is merely 'not advocted'.

Given the situation where a player is about to lose a character through no fault of their own and with no hope of recovery, what does one do?


brock, no the other one... wrote:
thejeff wrote:

... the solution is one of scenario design, not of fudging.

Highly swingy scenarios like this example, or even the generic great-ax wielder are a problem not because it's so horrible when characters die, but because they're not good challenges

True, but we can only play using the scenarios released. Redesigning them before play is forbidden whereas fudging is merely 'not advocted'.

Given the situation where a player is about to lose a character through no fault of their own and with no hope of recovery, what does one do?

Yes, but I'm arguing that the actual solution is for Paizo to tweak system design.

Obviously that doesn't answer the question of what to do in an already existing scenario. It's a better long-term solution though.

Sovereign Court 4/5 5/5 ** RPG Superstar 2014 Top 32

I guess that, in the end, my position is that players aren't generally upset at PC death, they are upset at PC death that they feel they couldn't reasonably have avoided. In my third PFS scenario, I nearly died and nearly quit. Why? Because the BBEG was spamming color spray and my gnomish sorcerer wasn't able to fend her off by himself. Now, after my VC looked at it and pointed out that it was only supposed to be one color spray, we redid it and barely won. Close victories are satisfying. Close defeats are acceptable. Impossible challenges are less entertaining.

Let me compare my above two examples to another pair of scenarios that I ran. Both of them featured something simiilar - a really, really big and beefy final boss. High HP, decent to hit, practically no crit chance. Each time I've ran these scenarios, these fights take at least 6-10 rounds. Dying there would feel justified, and it would feel that you had a *chance*. Dying to a critting magus, four invisible rogues or an assassin's death attack? Significantly less justified.

When something bad happens to a PC, the player should learn something. In my bad examples, what is the lesson? There is zero way to prepare for those situations.

Dark Archive 2/5

Netopalis wrote:

I guess that, in the end, my position is that players aren't generally upset at PC death, they are upset at PC death that they feel they couldn't reasonably have avoided. In my third PFS scenario, I nearly died and nearly quit. Why? Because the BBEG was spamming color spray and my gnomish sorcerer wasn't able to fend her off by himself. Now, after my VC looked at it and pointed out that it was only supposed to be one color spray, we redid it and barely won. Close victories are satisfying. Close defeats are acceptable. Impossible challenges are less entertaining.

Let me compare my above two examples to another pair of scenarios that I ran. Both of them featured something simiilar - a really, really big and beefy final boss. High HP, decent to hit, practically no crit chance. Each time I've ran these scenarios, these fights take at least 6-10 rounds. Dying there would feel justified, and it would feel that you had a *chance*. Dying to a critting magus, four invisible rogues or an assassin's death attack? Significantly less justified.

When something bad happens to a PC, the player should learn something. In my bad examples, what is the lesson? There is zero way to prepare for those situations.

The problem is how to change things. It wouldn't be right to simply stop putting magi in as potential enemies. Some people enjoy that constant threat of their character being absolutely destroyed by a run of bad luck. I will agree that suddenly having LOL UR DED to an assassin's death attack is going too far. Especially since if they did that, you already know that thing probably has such a high stealth score that the party has zero chance of spotting it. Or if not that, it would be planted in the group as a seeming ally until the fatal moment when your healer fails their fortitude save and instantly dies. Extra points if it's a moderately leveled assassin. Then their body is blown into dust and they can't come back. You know I'm the kind of player that likes to hulk smash. And if I get smashed back? So be it. I had fun while it lasted. It's just better when you at least have a chance to do something against the enemy. That said, there are going to be times when it's simply not applicable. Still, a well done scenario with a lot of stuff that you might not even have a chance to react to is a lot of fun.

Spoiler:
The insane number of haunts in Haunting of Hinojai is a good example. I was almost disappointed that the group's paladins managed to disable some of the haunts. Still, watching the ranger get finger of deathed off a balcony was hilarious.

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Liberty's Edge 5/5

trollbill wrote:
Quendishir wrote:

Why shouldn't they be able to? We allow PCs to one-shot NPCs all the time if they roll high enough, so why can't a monster/NPC do the same?

Because NPCs don't quit the game because their characters keep getting killed. We are trying to grow the hobby, not create some arbitrary sense of fairness that creates a competence bar most newbs can't reach.

We recently had to ban one of our DMs from DMing at our local organized play group because his kill ratio was so high that we kept losing newbs and even the veterans would avoid his table if they could. And one of the things he tended to do that got people killed was use his own highly experienced skill level to change the tactics of the monster from what was written to far more efficient ones. I hated to do it as he has done a lot of volunteering to help out the local group but he just can't seem to help himself and the complaints were far to much to ignore.

This really has nothing to do with the original post.

This has more to do with a GM doing things they shouldn't be doing. Changing written tactics to ones they prefer, is cheating and should be avoided by the GM, with the exception that if the PC actions completely change the circumstances to where the written tactics don't make sense or are completely impossible, you wing it.

But to specifically rewrite tactics to be more deadly, is something a GM should not do in PFS. But again, has nothing to do with this topic.

Liberty's Edge 5/5

brock, no the other one... wrote:
Netopalis wrote:
Let's take a look at a particularly deadly Level 1 scenario. There is an invisible thing in it that, when it crits, can do about 60 damage to a level 1 character. In order to prepare for it given skills available at level 1, you would need a perception score of around +25, and even then, it's a pretty low chance. That's just not satisfying in the least.

That would be zero fun to play, even if your character wasn't the one randomly doomed just by attempting to play that scenario.

It makes me wish that the rule actually read:
"When your character's current hit points drop to a negative amount equal to his Constitution score or lower, they will die at the end of their next turn unless healed.

There should always be the chance for the players to actually do something.

why? Why can't a badguy just chop off the heroes head sometimes?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Andrew Christian wrote:
Why can't a badguy just chop off the heroes head sometimes?

Because when the creepy dude in the bat-filled room in an old dungeon says he's a barber and invites you to sit in a blood-stained chair, all while "hiding" a two-handed greataxe behind his back, you say "NO!"

;)

Bonus points for anyone who gets the reference.

Scarab Sages 1/5

Funky Badger wrote:
The black raven wrote:

Have people here seen a lot of PCs one-shotting a BBEG (ie, not a mook) ?

I've knocked around a bit with a) a Hellkniwght who weilded a keen scythe and b) numerous magii (maguses?)

So yeah, crits happen to the bad guys too.

My magus has one-shot quite a few BBEGs. Burst damage is something that class is very good at.

Sovereign Court 4/5 5/5 ** RPG Superstar 2014 Top 32

I forgot to address this earlier, but you really can't compare enemies and PCs. The enemies are *supposed* to lose in the vast majority of cases. They don't get equal opportunity.

Scarab Sages

Lordzum wrote:
Critical hits are part of the game Lastshade. I also encountered that amazon pet and she is indeed tough. At times it is hard but remember, no matter how much life and story you have breathed into a character, it is just a sheet of paper with numbers on it at the end of the day. Nobody I know enjoys their characters dying, but there are no rules governing one shot kills, and it would take away from the game if there were such rules. At the end of the day just remember Crit Happens

I gotta agree with this post because its the same stance I take when generating a character and playing it. Then again, I usually drift towards tank characters mostly because of wanting survivability over damage per turn like others I have played with would want.

Smile, laugh, roll with it is what I suggest. I will admit the dice can either be very generous with the high rolls or low rolls and that is not exactly fair in that a random roll could result in getting one-shotted. Yet part of PFS is have fun with like-minded indivduals.

5/5 ***

Pathfinder Adventure Path, Rulebook Subscriber

What about having a rule to allow a player to use their re-roll (if they have one) to stabilize a would-be dead character at 1 less than their negative con? Too much like hero points?

Liberty's Edge 5/5

Netopalis wrote:
I forgot to address this earlier, but you really can't compare enemies and PCs. The enemies are *supposed* to lose in the vast majority of cases. They don't get equal opportunity.

No, but that doesn't give heroes a free pass either.

They don't automatically get to win and live just because they are player characters.

Sometimes they lose, and sometimes they die.

Sometimes they might even die in a very anti-climactic way that doesn't befit the heroic and epic story of their life.

Such is the risk of adventuring.

I don't want to be mean about it, but sometimes you just gotta "Deal With It!"

Sovereign Court 4/5 5/5 ** RPG Superstar 2014 Top 32

Andrew Christian wrote:
Netopalis wrote:
I forgot to address this earlier, but you really can't compare enemies and PCs. The enemies are *supposed* to lose in the vast majority of cases. They don't get equal opportunity.

No, but that doesn't give heroes a free pass either.

They don't automatically get to win and live just because they are player characters.

Sometimes they lose, and sometimes they die.

Sometimes they might even die in a very anti-climactic way that doesn't befit the heroic and epic story of their life.

Such is the risk of adventuring.

I don't want to be mean about it, but sometimes you just gotta "Deal With It!"

I think that we may just have very different gaming philosophies, and for that reason, we are unlikely to agree.

I am a utilitarianist when it comes to gaming. I believe that games are played for the enjoyment of the players, and I take actions that increase that enjoyment. I advocate for rules changes that I believe will increase that enjoyment. I also do not hold rules in great reverence because they are the vehicle to gaming enjoyment, not the destination.

The crit rule as it currently stands isn't a lot of fun, in my opinion. Neither is dying unceremoniously in an unwinnable situation. As a result, I see no reason to keep things as they are. I certainly don't see any reason for scenarios to be built with that sort of spikiness in mind, especially at Tier 1-2.

4/5

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Yesterday I ran a scenario I played in on Sunday. Honestly some of the tactics didn't make sense (monster with LL vision in complete darkness making decisions about when to attack...) but I did my best to follow them and try to give my players a fun experience. I had fun playing when I played it, and we narrowly avoided a TPK with one player death. Having read the monster, honestly you have to strive to NOT kill a player, especially if no one in the party has darkvision. Both myself and the GM who ran it for me ran encounters such that we gave the PCs as much of an opportunity as possible to fight said encounter and not just kill a PC, and I'd like to think most GMs reading this encounter would go that way about it.

I have mostly GMed the 1-5 tier, and mostly 1-2 at that. When I GM I strive to follow the scenario as written, while also trying my hardest to avoid killing people, because honestly nobody has a good time. If the tactics say I focus an enemy down with all my villains and coup de grac him, thats what i'll do, but if I have any lee way, that isn't what I'm going to do.

Sometimes PCs die, sometimes TPKs happen, but as long as I'm GMing, that is not the experience I'm going for. That said if people play up, make poor tactical decisions, or build characters with 5 con, I won't feel bad for killing them. Occasionally I'll get a lucky crit or players will just put themselves in a poor situation, but I feel a lot better walking away from a table when players were challenged, maybe downed, than I would walking away from the table where all of them died.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

waltero wrote:
What about having a rule to allow a player to use their re-roll (if they have one) to stabilize a would-be dead character at 1 less than their negative con? Too much like hero points?

I'd rather use the re-roll to negate a crit myself.

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