As a player, I prefer that outcomes be based on consistent rules, not on a GM's whim. PC deaths are no different. TPKs are no different in that regard, but are in a sense neater than only a few paying the price for a group's move.
The original D&D set was designed to have 1st-level clerics or magic-users (d6) die on the first hit (d6) about 58% of the time, 1st-level fighters (d6+1) about 28%. (What a difference a pip can make!)
With Supplement I (and all later TSR-D&D), magic-users (d4) went to 75% versus the same old d6, or about 81% versus d8 (e.g., sword or battle-ax). Thieves (d4) were the same. Clerics (d6) had about 58% and 69%. Fighters (d8) were about 44% vs d6, 64% vs d8. AD&D moved thieves up to d6, clerics to d8, and fighters to d10 (35%, 45%). In AD&D, the chance is for being reduced to 0 h.p. or below, not necessarily death.
(These figures do not include bonuses or penalties for constitution, which average out in the original set.)
Obviously, those chances go up after the first hit. In the original set, 1st-level clerics and magic-users are about 91% likely to be dead after two hits, fighters about 84%. From Supplement I on, many monsters got multiple attacks (usually claw/claw/bite), and with that or otherwise many got higher damage potential than before.
Considering that even orcs do 1-8 by default in AD&D, one might see a trend of increasing deadliness. The orcs are also harder than in OD&D for a first-level fighter to hit (14+ vs 13+), although the orcs hit just as often.
On the other hand, AD&D officially introduced a rule that exactly 0 hit points indicates unconsciousness, and losing another point per round until either receiving aid, or dying at -10. Optionally, the zone of unconsciousness could be extended to -3 from the same blow that brought the total to 0. In either case, another hit would be decisively deadly (as would one beyond the zone of one or four points). The more generous option gives just an even chance of getting killed instantly taking d8 with one h.p., none at all taking d6 with three points. Note that the rule applies to all creatures, not just PCs.
Versus d6 per hit, getting down to 12 points poses some risk of being at least helpless after two hits, and getting down to 6 means it could happen in one hit. However many points one started with, those are serious danger zones. Bigger damage rolls mean not only bigger averages but greater ranges.
Not only could a 1E T. Rex (18 HD) potentially dish out 52 points of damage in a round, it had a 15% chance of just gulping down a man-sized creature regardless! The relatively humble (5+5 HD) giant scorpion could deal 24 points plus poison. Poison had a basic 10% chance of killing even a top-level fighter, or 5% with constitution of 19 or 20. The terrible purple worm had 15 hit dice, did up to 32 points, plus engulfing and poison.
So, death was not very hard to come by even for very high-level characters. At lower levels, a single carrion crawler or a pack of ghouls could make quick work of a party (although they might turn to feeding rather than pursue a remnant, and a cleric of 5th level or higher could turn or destroy ghouls, but not necessarily ghasts, automatically). Getting surprised could be very bad luck indeed, whatever one faced.
Then there were level-draining undead, and mummy rot, and giant spiders with webs, and various nasty magics such as the infamous E.H.P.'s finger of death (slay living in AD&D) and the wizard's disintegrate.
And yet, all this is not enough for a perhaps surprising number of people! There are those who balk at not being able to pot even a fresh character with a single shot regardless of level. So, they throw in "exploding" damage dice, or some chance of instant death based on roll to hit, or the like.
The common sense reason for introducing random chances of death is to allow the cases to arise. In O/AD&D, the "sure thing" is not the rule but the exception. Risk, and its balancing against potential reward, is a key part of the game design. Death is expected, although she may call at any hour. Even being raised or resurrected from the dead in AD&D comes with a chance of failure if constitution is less than 18 (as well as an absolute limit in any case).
Small chances, what might seem "mere outliers", are built into the rules. It's not feasible to avoid risk completely, and chance is likely to play a dramatically telling role, but one can shift the odds over the long view.
As a general rule, if a brand-new character gains x.p. at the same rate as an established character of less than "name" level, then the new one will eventually be just one level behind. There are ways to accomplish that, or even for the lower-level character to advance more rapidly.
All that is part of the "balance" of the game. It was not for nothing that it was written of magic-users that "survival is often the question". If that's not the case, then expect canny players to adjust their strategies accordingly.
There are many other games. The 40 years since the first expedition into the dungeons beneath Blackmoor Castle have not exhausted the possibilities in detail, but have certainly explored many more broadly different paths. There are games that owe relatively little to the historical-wargames campaigns that inspired the first distinct RPG. There are games in which character death is neither expected, nor left to chance, nor any sort of setback, but strictly a "narrative-authorial" option for a player. Other setbacks for a character may not even be that for a player! There are all sorts of other games as well, too many to relate at once. Some come with a lot of "baggage" from previous game forms, legacies adopted without much thought. Some go to the other extreme, that of novelty for its own sake. Some are very thoughtfully designed.
Different people want to get different things out of a "fantasy role-playing game", and so there are different FRP games.
And so, no, nothing is "necessarily good" -- but various games satisfying various tastes seems to me a state of affairs likely on balance to be better than uniformity.
The original D&D set was designed to have 1st-level clerics or magic-users (d6) die on the first hit (d6) about 58% of the time, 1st-level fighters (d6+1) about 28%. (What a difference a pip can make!)
With Supplement I (and all later TSR-D&D), magic-users (d4) went to 75% versus the same old d6, or about 81% versus d8 (e.g., sword or battle-ax). Thieves (d4) were the same. Clerics (d6) had about 58% and 69%. Fighters (d8) were about 44% vs d6, 64% vs d8. AD&D moved thieves up to d6, clerics to d8, and fighters to d10 (35%, 45%). In AD&D, the chance is for being reduced to 0 h.p. or below, not necessarily death.
(These figures do not include bonuses or penalties for constitution, which average out in the original set.)
Obviously, those chances go up after the first hit. In the original set, 1st-level clerics and magic-users are about 91% likely to be dead after two hits, fighters about 84%. From Supplement I on, many monsters got multiple attacks (usually claw/claw/bite), and with that or otherwise many got higher damage potential than before.
Considering that even orcs do 1-8 by default in AD&D, one might see a trend of increasing deadliness. The orcs are also harder than in OD&D for a first-level fighter to hit (14+ vs 13+), although the orcs hit just as often.
On the other hand, AD&D officially introduced a rule that exactly 0 hit points indicates unconsciousness, and losing another point per round until either receiving aid, or dying at -10. Optionally, the zone of unconsciousness could be extended to -3 from the same blow that brought the total to 0. In either case, another hit would be decisively deadly (as would one beyond the zone of one or four points). The more generous option gives just an even chance of getting killed instantly taking d8 with one h.p., none at all taking d6 with three points. Note that the rule applies to all creatures, not just PCs.
Versus d6 per hit, getting down to 12 points poses some risk of being at least helpless after two hits, and getting down to 6 means it could happen in one hit. However many points one started with, those are serious danger zones. Bigger damage rolls mean not only bigger averages but greater ranges.
Not only could a 1E T. Rex (18 HD) potentially dish out 52 points of damage in a round, it had a 15% chance of just gulping down a man-sized creature regardless! The relatively humble (5+5 HD) giant scorpion could deal 24 points plus poison. Poison had a basic 10% chance of killing even a top-level fighter, or 5% with constitution of 19 or 20. The terrible purple worm had 15 hit dice, did up to 32 points, plus engulfing and poison.
So, death was not very hard to come by even for very high-level characters. At lower levels, a single carrion crawler or a pack of ghouls could make quick work of a party (although they might turn to feeding rather than pursue a remnant, and a cleric of 5th level or higher could turn or destroy ghouls, but not necessarily ghasts, automatically). Getting surprised could be very bad luck indeed, whatever one faced.
Then there were level-draining undead, and mummy rot, and giant spiders with webs, and various nasty magics such as the infamous E.H.P.'s finger of death (slay living in AD&D) and the wizard's disintegrate.
And yet, all this is not enough for a perhaps surprising number of people! There are those who balk at not being able to pot even a fresh character with a single shot regardless of level. So, they throw in "exploding" damage dice, or some chance of instant death based on roll to hit, or the like.
The common sense reason for introducing random chances of death is to allow the cases to arise. In O/AD&D, the "sure thing" is not the rule but the exception. Risk, and its balancing against potential reward, is a key part of the game design. Death is expected, although she may call at any hour. Even being raised or resurrected from the dead in AD&D comes with a chance of failure if constitution is less than 18 (as well as an absolute limit in any case).
Small chances, what might seem "mere outliers", are built into the rules. It's not feasible to avoid risk completely, and chance is likely to play a dramatically telling role, but one can shift the odds over the long view.
As a general rule, if a brand-new character gains x.p. at the same rate as an established character of less than "name" level, then the new one will eventually be just one level behind. There are ways to accomplish that, or even for the lower-level character to advance more rapidly.
All that is part of the "balance" of the game. It was not for nothing that it was written of magic-users that "survival is often the question". If that's not the case, then expect canny players to adjust their strategies accordingly.
There are many other games. The 40 years since the first expedition into the dungeons beneath Blackmoor Castle have not exhausted the possibilities in detail, but have certainly explored many more broadly different paths. There are games that owe relatively little to the historical-wargames campaigns that inspired the first distinct RPG. There are games in which character death is neither expected, nor left to chance, nor any sort of setback, but strictly a "narrative-authorial" option for a player. Other setbacks for a character may not even be that for a player! There are all sorts of other games as well, too many to relate at once. Some come with a lot of "baggage" from previous game forms, legacies adopted without much thought. Some go to the other extreme, that of novelty for its own sake. Some are very thoughtfully designed.
Different people want to get different things out of a "fantasy role-playing game", and so there are different FRP games.
And so, no, nothing is "necessarily good" -- but various games satisfying various tastes seems to me a state of affairs likely on balance to be better than uniformity.
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