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	<id>https://wiki.dungeoncrawlchili.org/index.php?action=history&amp;feed=atom&amp;title=Yet_Another_Stupid_Death</id>
	<title>Yet Another Stupid Death - Revision history</title>
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	<updated>2026-08-03T14:12:11Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.dungeoncrawlchili.org/index.php?title=Yet_Another_Stupid_Death&amp;diff=1133&amp;oldid=prev</id>
		<title>Maintenance script: Importing CrawlWiki content</title>
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		<updated>2026-06-16T09:09:51Z</updated>

		<summary type="html">&lt;p&gt;Importing CrawlWiki content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Yet Another Stupid Death&amp;#039;&amp;#039;&amp;#039; (commonly abbreviated as &amp;#039;&amp;#039;&amp;#039;YASD&amp;#039;&amp;#039;&amp;#039;) is used when a player has done something, usually avoidable, that leads to his or her demise. Originated in [http://en.wikipedia.org/wiki/NetHack &amp;#039;&amp;#039;NetHack&amp;#039;&amp;#039;].&lt;br /&gt;
&lt;br /&gt;
It is often caused by &amp;#039;&amp;#039;&amp;#039;hubris&amp;#039;&amp;#039;&amp;#039; - an overestimation of one&amp;#039;s player skill or character strength.&lt;br /&gt;
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==Preventing Hubris==&lt;br /&gt;
{{Advice}}&lt;br /&gt;
Due to &amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039;&amp;#039;s gameplay loop, it&amp;#039;s easy to experience hubris. By the mid-game, you will constantly encounter, and subsequently mow down, enemies who are trivial to fight. This encourages you to play fast, this makes players feel strong. And for a while, mindlessly [[autoexplore|autoexploring]] and [[tab|autofighting]] &amp;#039;&amp;#039;will&amp;#039;&amp;#039; work. But it&amp;#039;s only a matter of time before bad RNG kicks in, or you see a monster that&amp;#039;s too difficult. If (and only if) you continue to fight recklessly, you will die.&lt;br /&gt;
&lt;br /&gt;
===Play Less Quickly===&lt;br /&gt;
A common piece of advice is to &amp;quot;play slower&amp;quot;. This can work - and often does - but not without caveats. If you play slower without knowing &amp;#039;&amp;#039;why&amp;#039;&amp;#039; you are playing slower, you&amp;#039;ve done nothing productive. Also, playing slower can make you impatient down the line, causing the opposite effect. &lt;br /&gt;
&lt;br /&gt;
If you do decide to engage in slow play, it should be methodical. You should be thinking about (at least) two things:&lt;br /&gt;
# What can monsters do to you 1 turn, or 2 turns, from now? Can they kill you if they do maximum damage? Also, think about effects that change your position, and any [[status effect]]s monsters can inflict on you.&amp;lt;br&amp;gt;(&amp;#039;&amp;#039;&amp;#039;N.B.&amp;#039;&amp;#039;&amp;#039; In the late-game: when fighting many monsters, especially with high [[AC]], the chance of taking max damage is incredibly small. The chance of taking max damage twice, even less likely. Thus you may find it acceptable to continue fighting even in &amp;quot;potential one-turn death range&amp;quot;.)&lt;br /&gt;
# What options do you have? If you spot trouble early, you may want an effective-but-cheap option. If you&amp;#039;re at 1 HP, you probably want to use a [[scroll of blinking]].&lt;br /&gt;
&lt;br /&gt;
In addition you may want to adjust your [[rcfile]]. If you make autofight slower, you may catch mistakes you otherwise would&amp;#039;ve missed. There are two options of note: &amp;lt;code&amp;gt;autofight_stop = X&amp;lt;/code&amp;gt;, which is the % HP where autofight cannot be used, and &amp;lt;code&amp;gt;autofight_warning = X&amp;lt;/code&amp;gt;, a delay (in milliseconds) between autofight commands.&lt;br /&gt;
&lt;br /&gt;
===Adjust Your Threat Assessment===&lt;br /&gt;
One way experienced players avoid YASD is experience - more specifically, the experience in knowing what is and what isn&amp;#039;t a threat. A player might autoexplore, find a D:4 [[ogre (monster)|ogre]], and think &amp;quot;D:4 ogre? That&amp;#039;s too risky to allow into melee range - it can do 37-39 damage per turn, enough to kill me in two hits&amp;quot;. By constantly iterating this kind of thought process over time, one can play fast &amp;#039;&amp;#039;and&amp;#039;&amp;#039; consistently.&lt;br /&gt;
&lt;br /&gt;
Like before, it is best to learn and play with a purpose in mind. If you play 1000 games and don&amp;#039;t learn anything from them, being &amp;quot;experienced&amp;quot; won&amp;#039;t be of much help.&lt;br /&gt;
*One way to help is to look back at your deaths. If you play online, you might be able to download &amp;quot;ttyrecs&amp;quot; and play them with [https://github.com/Rytisgit/DCSSReplay external software]. It is recommended to go turn-by-turn: try to find the moment where you go from &amp;quot;you can escape with 0% chance of death (even if you need items to do so)&amp;quot;, to &amp;quot;you have a chance of dying, no matter what&amp;quot;. Then, go back and see what you could&amp;#039;ve done a turn before to prevent it, 5 turns before to prevent it, etc.&lt;br /&gt;
*Then, apply what you learned. This sounds simple - because it is - but this step is important to A. make sure your theory works in practice, and B. reinforce good habits. You may think of an idea after a post-YASD analysis, then that idea doesn&amp;#039;t hold up in actual gameplay.&lt;br /&gt;
*Also, look for advice, whether on the wiki or from other players. They can provide valuable tips, correct misguided info, etc.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*http://roguebasin.roguelikedevelopment.org/index.php/Roguelike_Alphabet#Yet_Another_Stupid_Death&lt;br /&gt;
*http://tvtropes.org/pmwiki/pmwiki.php/Main/YetAnotherStupidDeath&lt;br /&gt;
&lt;br /&gt;
[[Category:Crawl]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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