43) A GM is not in a competition with his/her players. It is never the goal to try and kill your PC's.
44) Sometimes your players are stupid and insist on getting themselves killed. Do not hesitate and show no mercy once they have crossed the line (just remember to warn them repeatedly and clearly where that line is, as per 4, 18 and 21 of this list).
45) For dice based systems it is infintely better to use 'fail forward'. Even for critical fails. Example, a player critically fails to jump on a table, despite their character being a world class acrobat. Instead of slipping up like an amateur, make it so that the table leg snaps because it is rotten wood or an enemy gives the table a shove just as the acrobat lands. This reflects either the unlucky nature of the roll, or it makes your enemies seem more badass (and thus that more satisfying to defeat).
44) Sometimes your players are stupid and insist on getting themselves killed. Do not hesitate and show no mercy once they have crossed the line (just remember to warn them repeatedly and clearly where that line is, as per 4, 18 and 21 of this list).
45) For dice based systems it is infintely better to use 'fail forward'. Even for critical fails. Example, a player critically fails to jump on a table, despite their character being a world class acrobat. Instead of slipping up like an amateur, make it so that the table leg snaps because it is rotten wood or an enemy gives the table a shove just as the acrobat lands. This reflects either the unlucky nature of the roll, or it makes your enemies seem more badass (and thus that more satisfying to defeat).