To varying degrees, the players in the 4e game I co-run feel that combat doesn't feel dangerous enough, mainly due to the death and dying rules. One even wrote an analysis of the situation, which I've included below.
Indeed, over 16 levels (from 1 to 16), no PC has ever died, and only once has anyone ever failed 2 death saving throws. In this case, I have no problem with making my players happy, so we're currently discussing rules changes, but I'm curious as to why I don't recall ever seeing a similar situation on these or other boards. Could it be because we often have only one encounter per day, though it's invariably at (PC levels + 3) or more?
So, what are your experiences with regards to danger and risk of death in 4e?
And here now is the analysis one of the players wrote, with names removed at their request. Note that near the end he mentions rules changes I've made, but these were purely to reduce combat length (we average 60-75 minutes per combat, with only 3 players... ugh), and have had limited impact overall on degree of danger.
Indeed, over 16 levels (from 1 to 16), no PC has ever died, and only once has anyone ever failed 2 death saving throws. In this case, I have no problem with making my players happy, so we're currently discussing rules changes, but I'm curious as to why I don't recall ever seeing a similar situation on these or other boards. Could it be because we often have only one encounter per day, though it's invariably at (PC levels + 3) or more?
So, what are your experiences with regards to danger and risk of death in 4e?
And here now is the analysis one of the players wrote, with names removed at their request. Note that near the end he mentions rules changes I've made, but these were purely to reduce combat length (we average 60-75 minutes per combat, with only 3 players... ugh), and have had limited impact overall on degree of danger.
So, as I promised, here are my thoughts on death and danger in D&D.
First, let me give you my basic assumptions upon which this is all based.
Assumption 1: There should be some risk of character death. Why? Because it's not heroic to walk down a safe empty street. It's heroic to run down a path with bullets strafing the area. Without risk, without danger, there's nothing to overcome. That which is gained has greater value if the winner had something at stake.
Assumption 2: RPGs should be fun. Players should be engaged in what's happening and should have a real interest in what's happening. In a combat, much like in an RP situation, the player should be actively involved.
Assumption 3: There must be challenge. Similar to point 1, but sublty different. Point 1 is about risk. This is that people don't want easy victories. They want a sense that the victory is earned. They want to work for their success.
Those are my assumptions. They're purely subjective and from my point of view. I'm not presenting them as fact, merely as my beliefs so you'll see where I'm coming from.
Now, using those three assumptions, you get to my first conclusion:
Conclusion 1: D&D is broken. Badly broken? Of course not. It's still entirely playable, but it's not perfect. And am I talking about the whole thing? I suspect you've already guessed that I'm only really interested in the Death and dying rules here. So, why is it broken?
My argument is that the Death rules violates the first two of my earlier assumptions. There should be a chance of losing something and the players should be actively involved. I know, assumption 3 doesn't come in yet, but it will eventually.
As it stands now, when one is reduced to 0, you don't die until you fail 3 death saves. You have a 55% chance of passing, so on average, you can lie there dying for 7 rounds, and that's not counting racials, feats, etc... Note as well that 7 rounds is a long time, especially when a single fight can only be 10-15 rounds sometimes.
In addition, you can go into the negatives up until your bloodied score. I don't have loads of HP, but I personally have ~100 HP so though I'm unconscious at 0, I'm not dead until ~-50. The odds of me getting anywhere close to -50 are highly unlikely. Especially since monsters will probably not target someone who's down, when there are mobile threats remaining.
So, between those, assumption 1 is violated since there's isn't much chance of death.
Where does assumption 2 come in? Let's say we're halfway through a fight. The fight itself takes 1 hour, which I'm sure you'll agree is conservative. At that midpoint, someone goes down. What happens next? They lie there and wait for the fight to end since healing is not always available/viable. I know what you'll say now... you'll point out that *** went down twice last fight, and each time got back up to return to the fight. Yes, he did, since I went out of my way to heal him once, as did ###. I don't know about ###, but I acted to preserve ***'s entertainment more then the life of his halfling, charming though he may be. Lying there dying, is not the most stimulating way to spend a fight.
I mentioned assumption 3 earlier. One real danger is that if we try to keep people from going down, to solve the problem with assumption 2, we risk creating a problem with assumption 3. We can't trade entertainment for a lack of challenge.
Conclusion 2: The rules must be modified to maintain the fun of the game.
SWAT's already come up with some wonderful ideas. They add strategy to the game, and may do something to improve the speed of combat. That said, do they address point 1? If we increase monster damage, they hit harder. Consequently, we drop faster. But once we hit 0, we still have the same problems with the death and dying rules. So, challenge is added, but not risk.
If you've made it this far, you hopefully see where I'm going. The proposed combat rules are great. I fully support less HP on monsters and multiple dice rolls and increased monster damage. These are great. What we need though, is revised death and dying rules as well. We need to find a way to make combat more dangerous, though not to the point that we die ever session. This isn't easy, and it won't be fast to fix, but it's my thought on how to improve things.
As always, I welcome your thoughts and comments. If you think I'm right or wrong, I'm interested either way.