Originally Posted by
Granyala
But that is not what would happen in your system.
If person A groups up with Person B because they both can't do the encounter individually, if Player B dies and Player A doesn't defeat the encounter, player A will not see it as "I was too bad". He will see it as "the dude I recruited sucks, this doesn't work, need to recruit a better dude".
As I said: human nature. Most, if not all of us look for faults to lie with others first and foremost.
E.g.
You are a fairly fit dude.
You are moving.
You ran into trouble with an old solid wood cabinet.
You got the nearest friend over to help.
a)Together you move it and share a beer in the evening.
OR
b)Together you fail to move it.
b.1)You shrug and start thinking of an alternate solution.
OR
b.2)You flip out. Question why your friend isn't stronger. That if he was as strong as you, the cabinet would have been moved no problem. Call him a loser and tell him to get out.
This is the ideal kind of "team based" gameplay. Your team member failing you does not result in nerdrage or even annoyance.
"b.1)" is the outcome 99% of the time. Your friend is doing you a favor. He is not obligated to help you. You are not entitled to his help.
"b.2)" almost never happens unless you are a psychopath ... and you won't have a friend after that.
To some extend it's more a matter of "social engineering" than game mechanics.