Am I the only one wary of killing my players when playing systems where characte generation takes ages? I'd like combat to be
>can you survive this threat
instead of
>how will you survive combat with this threat
but if death is a real option, and even TPK being possible if they aren't playing well, I feel like that relies on character generation being light, fast, or at least elegant. If you know the system really well it's not an issue of course, but I don't generally play a single system for a ton of time so that isn't the case. Of course you can have other things happening on a failure than everyone dying, but it's not as impactful. Do I ignore this and just kill the motherfuckers if they're stupid?
>>55334141
Being convinced that your goal is to kill the player party is only acceptable if you're playing a very quick premade. Use the risk of death as stakes to get your players motivated, but let them die as a result of their mistakes and give them a chance to get characters back if they die via super shitty rolls.
>>55334171
Thanks. I think I've been using decent possibility of death/defeat as an excuse for not knowing the system well enough to balance encounters. Had a fight where they got absolutely raped since they were surprised in the middle of night, and haven't played in months so I've had too much time to mull over it.