Flexor the Mighty!
18/100 Strength!
I've had no problems with PC in my 5e games dying. Its easily as often as it was in 3e or 1e.
TL;DR: If I make it easier to kill characters, do hard-to-kill builds become OP?
A few posters recently have expressed dissatisfaction with how soft the rules for death and dying are in 5e. I share this sentiment and would like to make 0HP a scarier prospect with a houserule or two, but I'm concerned with how this would impact class balance.
There seems to have been a considerable effort made to balance the damage output of the classes across a full adventuring day, but far less to balance them defensively.
I'm thinking in particular of the Bear Barbarian and Moon Druid. Also the Abjurer, to a lesser extent. It seems to me that they're balanced under the default assumption of plentiful and very "liquid" healing, so that PCs live and die with the party and relative sturdiness is not very important for class balance. I.e. in vanilla 5e, one PC's 70 temp HP is close to being the party's temp HP, for all intents and purposes, as healing resources are pooled together. If PCs were more likely to die at 0 HP, would these classes (and possibly other defense-oriented builds) become overpowered?
I don't have these classes IMC (PCs are Warlock, Ranger, Cleric, Fighter) but I don't want them to be obviously superior choices for the next PC.
For the purpose of illustration let's consider an extreme case: dead at 0 HP, and the Revivify spell is removed from the game. Is a Barbarian overpowered in this game (compared to say a Fighter)? Is a Druid overpowered compared to a Cleric?
TL;DR: If I make it easier to kill characters, do hard-to-kill builds become OP?
I actually did have balance issues running AD&D, not so much between MUs and Fighters but we all felt that one Fighter with 50-something HP at level 5 had an undeserved advantage compared to the other Fighter with 20-something HP at the same level. I think nonrandom HP gain is a very reasonable houserule with Basic and AD&D.Not sure you're defining your terms quite correctly. Remember that back in the day, magic users received d4 hit points, usually had no constitution bonus, wore no armor (and there was no mage armor), and 0hp = kill.
It's really not hard to kill PCs if that's what you want to do.
PCs might never feel like they're in risk of dying in any of these 'battles', but they can feel challenged. I think that is what you really want.
I find this a rather false assumption.I'm thinking in particular of the Bear Barbarian and Moon Druid. Also the Abjurer, to a lesser extent. It seems to me that they're balanced under the default assumption of plentiful and very "liquid" healing, so that PCs live and die with the party and relative sturdiness is not very important for class balance. I.e. in vanilla 5e, one PC's 70 temp HP is close to being the party's temp HP, for all intents and purposes, as healing resources are pooled together. If PCs were more likely to die at 0 HP, would these classes (and possibly other defense-oriented builds) become overpowered?
My opinion does not matter in your games. The only opinions that matter are those of you and your players.I know what I want, thanks! I'm very concerned with fairness and conflicts of interest while DMing. I'm confident in my ability to run a high risk, high reward game where PCs die without the players thinking that I had an inappropriate influence on the outcome.
No. At least not if you adjust death saves.TL;DR: If I make it easier to kill characters, do hard-to-kill builds become OP?
[MENTION=6787650]Hemlock[/MENTION] Thanks, great post. That's the kind of deep system knowledge I'm looking for here. You didn't touch on the Druid's Wildshape temp HP though; do you not think that's a concern? It looks like that makes them really hard to kill. I think I'm OK with summoning being really powerful (I like summoners). In general I am good with this changing player strategy and making different strategies a bit better or worse. I just want this pressure to be relatively equally distributed across classes, with no characters having a massive undeserved advantage just because of their class. I'm sure you know what I mean.