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Re: How do you let players know its time to run before a death?

Posted: Fri Mar 01, 2013 9:43 am
by KillWatch
A) I have developed sub stats like Insight and such. This gives a player a clue because his character should think of it, or if the character is just too stupid check to see if the character would think of it.
B) I have instituted Luck rolls, and Will to Live that leaves you bleeding and unconscious on the ground beyond HP, but unable to act
C) Let them die - my preference. Or take them all to 0 HP and go unconscious. Let them wake up being fleeced, with gear gone, taken by people who like to loot the bodies. and you can let them know that next time, its real death

Re: How do you let players know its time to run before a death?

Posted: Mon Mar 04, 2013 12:16 pm
by KillWatch
you could just tell them before you game,... hey, you guys could die at any time. Think about what you are doing. There might be times when you want to, or even should run

and describe to them their individual takes on the opposition. do they look like they can handle themselves? do they look seasoned or green, have they ever run across anything like this? is their gear better?

Re: How do you let players know its time to run before a death?

Posted: Mon Mar 04, 2013 3:46 pm
by say652
usually when the teams heavy hitter gets their arms torn off they get the point, or my studios players figured out that they have dealt over 1000md and the monster isnt slowing or even really hurt they get the point.

Re: How do you let players know its time to run before a death?

Posted: Wed Apr 10, 2013 4:34 pm
by Goliath Strongarm
When/how to let players know it is time to run? *I* don't. It is entirely on them to see the situation and high tail it. IF it is really early in the campaign, or if I think they missed a serious clue, I MIGHT clarify... But the decision is theirs. dont even suggest it. Too close to railroading, IMO.

On my phone, so I apologize for autocorrections or odd typos.