Until they don't. If what the character would do is leave the party, then off it goes. The player rolls up a new one (or cycles in another pre-existing one), or - rarely - leaves the game for a while. I've seen (and done) both of these on numerous occasions.
I don't understand why we should build a game for those people. If they want to leave...then they leave. Let the game be for the people--be it characters or players--who actually want to participate.
As a player, after doing it a few times I'd run screaming from this type of set-up. My least-favourite type of play is that where each character becomes nothing more than a cog in the gears of a machine, unable to do anything different than what's expected of it and shunned if it does.
That is the most soulless, horrible way you could possibly view this. Why would you cast it that way? Are you merely a cog in a machine because you are part of a family and everyone contributes to the family's wellbeing? Are you merely a cog in a machine because you play a game of, say, Pandemic?
You are bringing in the disparagement here, not just to the game, but to your part in it! Instead of being
reduced to some mindless, mechanistic thing, why not instead view it as an exercise in exploiting every opportunity to its fullest? Every situation is different, and every player's actions not only can but
should affect every other player's decisions. Sometimes, the optimal thing is to run away...or to let the Wizard take a nasty attack...or to drop a
fireball on your party even though it might hurt them...or whatever else.
Why presume that this means you must always press button A every time your turn comes up? Why
presume that anything that isn't how you're used to playing is necessarily the dullest, most mechanistic, most
trivial thing it could possibly be?
Again, though, this assumes the players are each willing to shoehorn their characters into merely being parts of a machine...and further, that they're playing characters of a sort that would agree to this.
Again though, this is you treating it as though nobody ever makes choices, as though the players are not
actively encouraged to grub for every advantage they can get. Because, as I said, the whole point of this method is that EVERYONE, players, GM,
everyone is expected to pull out all the stops. Everyone is expected to claw every advantage they can get, to exploit every weakness, to
look for every possible weakness. To always ask questions. And when you don't do that, it's because you know you
really actually want to, not because you're stumbling blindly around or accidentally shooting yourself in the foot. When you shoot yourself in the foot, it's because you know what you're doing...or because you genuinely didn't put in the effort to check first. Hence: tactical errors lead to nasty consequences.
There's some basic synergies in our games, where a given character could do something in every combat that would help everyone else; and players actively resist having their characters do that thing every time specifically to avoid that action becoming an expected routine. And I can't blame them for that.
Because you have only one synergistic thing, and only basic, uninteresting environments in which these things can play out. That's why you need to bring in things like exciting terrain, object interactions, creatures that break past patterns, etc. The GM is supposed to keep grubbing for advantage just as much as the players are!
While I get the sentiment here, I don't want the game to reward play where individuality takes second place.
Who said it did?
You're the one who keeps saying that this is suppressing individuality. It's not. It's simply rewarding teamwork and cooperation. There is a VAST difference. Besides, doesn't
your method also force individuality to take second place?
"I demand that we rest now so I can have all my spells."
"Nope, you can't, Fighter hasn't gotten enough rounds tod--I mean, it hasn't been long enough since your last rest!"
"Damn...guess I'll just fling darts."
How is this any different? The pure, overwhelming individualism angle requires players to do things that don't make sense in-character just as much as your caricature of teamwork does.
I'd much rather have four players who are each like this than four players who just sit there passively.
False dichotomy. There are many, many more situations besides those two. Both of them are very bad. Almost anything else is preferable--and there are nigh-innumerable options that involve zero jerks and zero lumps.
[I snipped the discussion on class design as it would fit better in Faolyn's current build-a-new-5e poll in the D&D forum]
Well, that's another difference in philosophy perhaps: I expect a small but not-zero amount of lethality even if errors aren't made; thus making non-combat options look more attractive. It's war, not sport.
It isn't, though. Neither is the thing you're dismissing "sport" (I never said death was
impossible, I said it was
very unlikely) nor is the thing you're praising "war." Both of them are equally artificial--especially because the thing you
call "war" actually requires the GM
and the players to constantly hold back, to constantly do what is actually sub-optimal for no reason any character could articulate.
"War vs sport" is and always has been a bad comparison, solely meant to valorize one perspective and dismiss the other. It has never actually been effective nor accurate in its description of anything, and I am genuinely disappointed every time I see it (much like "dissociated mechanics" and other such things.)
Yeah, I wasn't a fan of Wands of CLW in 3e either. And I don't know the specifics, but Goodberry must have really been enhanced somewhere along the way; you refer to it as potential cheese where in our old-school games it might be decades since the last time I saw it cast.
Play Cleric; pick Life domain. Find some way to acquire
goodberry (feat, race, Druid dip, whatever). Life domain grants the following feature,
Disciple of Life: "Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level."
Goodberry is a 1st level spell, so it restores additional HP equal to 2+1=3. Each berry normally restores 1 HP; with Disciple of Life it restores 4 HP. Each casting creates "up to" 10 berries (so of course you should create all 10), meaning you now restore 40 HP with a single first-level spell slot, potentially as early as level 1 if you can get
goodberry via feat or race.