Another problem, though, is the binary condition between "succeed" and "fail." PCs fighting on a swaying rope bridge is dramatic, but only if they have to make checks to avoid falling off the bridge and into the lava. If the check is too low, it's not scary. If it's too high, then the PCs run the risk of just plain dying--unless, of course, you introduce either a "partial exposure" rule, or you give characters yet another check to make to see whether or not they catch themselves on something before they are immersed in lava.
Sure, and that's actually how I tend to run games, but it begs the question: how many saves do you get before you take a dip in molten rock? Two? Three? More? If there is a point of no return, it has to come sooner or later, and will eventually crop up in play. If there isn't one, then what's the point?
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Date: 2008-02-12 12:20 am (UTC)Sure, and that's actually how I tend to run games, but it begs the question: how many saves do you get before you take a dip in molten rock? Two? Three? More? If there is a point of no return, it has to come sooner or later, and will eventually crop up in play. If there isn't one, then what's the point?