D&D General Do players even like the risk of death?

Because the other two long-term consequences that players really care about IME - those being 1) permanent level drain and 2) item meltdowns due to AoE damage - are no longer available by RAW.
That's because a lot of people found those two consequences in specific to be both obnoxious and boring. They're pretty random and they take away from rather than add to your character's growth. Level drain is "Let's turn the clock back on advancement" and item meltdowns are just "let's take away cool stuff and make your character more generic."

Meanwhile if I'm running an actually gritty game like Warhammer Fantasy Roleplay there are consequences galore - and no one objects to mutation rules. They are consequences that make your character more interesting and unique with more personal challenges rather than simply take them one step back towards a level 1 starting character with starting kit.
 

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That's because a lot of people found those two consequences in specific to be both obnoxious and boring.
Fine, but you can't have it both ways. Either you've got to have some other permanent nasty mechanical consequences in the game (you know, the sort that players really aren't gonna like and will actively try to avoid having happen to their characters) or you're left with death being the only one.

The complaint made upthread was that death is the only one being focused on. The obvious reason for this is that it's the only one left.
 

IME almost all D&D players want some risk of involuntary PC death, but it varies a lot how tough they want the game to be. My son (13) complains 5e is too easy, but that's 'cos I raised him right, starting him on Mentzer Classic D&D. :D For other players I think the risk of death can be almost artbitrarily low, as long as it's not entirely absent. Generally I find players complain a lot if they see the GM fudging to keep their PCs alive, but don't complain about easy-but-fair victories. So when running for a mixed-preference group it's good to default to lower threat whenever in doubt.
 

Don't listen to D&D veterans who say the game is too easy, they just want to sound like a badass grizzled war veteran who has seen it all in Vietnam.
Back in my day we had to walk uphill, in the snow, to the dungeon both ways! None of this easy-peasy healing for us, no sir! It took months, months I tell you, to heal wounds. And we liked it. No magic clerical healing or raise dead for us, no sirree. You healed 1 hit point at a time per day! Of course wizards had it easy with their 3 hit points, but they made up for it by having almost no spells.

Dang young-uns wanting to have fun. I'll tell you what's fun, your comrades dying left and right, carnage everywhere! Walk across a floor without tapping with your 10 ft pole and it would likely eat you if the 10 ft pole didn't do it first! Why I could tell you stories ... [soft snoring sounds] :P
 

IMO. It’s more about the players than the DM. Players get to choose what they care about and no DM is going to be able to make them care about something they don’t. Generally speaking character death is one thing most players care about most the time and it’s a threat present in most every encounter and so it makes a good default consequence.
"Default," perhaps, but to my eyes "default" and "boring" aren't far apart on this one. I completely agree that the DM cannot make anyone care about anything. But assuming the player isn't playing purely out of some obligation binding them there--assuming they actually enjoy playing in the game--something in it is going to matter to them. Usually, a lot of things. NPCs, locations, organizations, objects, whatever things they think are enjoyable and wish for them to continue to "exist" (as much as anything in our fictional worlds can exist.) It's not hard to threaten those things, and they make for more interesting stakes than PC death.

Sometimes players care about other things than PC death - but even when they do - the immediate context of ‘this encounter’ may preclude that thing being targeted. And even when it is targeted there’s nothing saying the player will value that thing more than the life of their PC - making threatening their PCs life still a ‘better’ option.
Again, I disagree, not because I'm saying they don't value the life of the PC more, but because they may value the life of the PC so much that the threat of losing it destroys their ability to enjoy the game. Like, this is a bit like saying that ACTUAL PLAYER death is a "better" consequence than losing a bunch of money in poker, because of course a person values their actual flesh-and-blood life more than they value a pile of fiat currency! The logic just doesn't hold; you're correct that putting someone's literal actual IRL life on the line is a higher tension situation, but it does not follow that that makes it a better situation for creating player enjoyment.

IMO, That’s still threat of death. It’s just in a more RPG friendly package. If the PCs say screw this quest - what then?
Then the PCs have made an enemy of the deity in question--or, alternatively, a geas triggers which prevents them from acting with total impunity. If "has made an enemy of a deity capable of resurrecting the dead" is not enough to trigger DM thinky-thoughts about how to make the PCs' lives suck, I don't know what to tell you.

(There's also just....I mean, the players have agreed to a social contract with the DM. The players agree to participate, and to do so in a way in keeping with the spirit of the game; the DM agrees to narrate and adjudicate, and to do so in a way that offers potential for entertainment. If the players are suddenly saying, "Nope, we're not going to abide by the spirit of the game," you have a much, MUCH bigger problem than finding appropriate loss-consequences!)

Oh these things can be kitbashed in alright, and easily; but only over howls of protest from the player base and at great risk of coming across as a rat-bastard DM.
Perhaps the fact that one comes across as such should be a sign, then?

Far easier for all had these other long-term bad consequences been left in as default RAW with options presented to take them out if desired for one's own table. That way, the DM who runs it RAW is just running the game, while the DM who exercises the removal option(s) comes across as a nice guy - or a softie, one or the other. :)
Easier for you as a DM who wants them, yes. Easier for the large number of DMs who don't want them and don't like having to filter out all the places where the save-or-dies happen? Not at all. That it's easier for YOU isn't exactly much consolation.

How exciting is a battle if you know you can't lose?
Already touched on by someone else, but: How is a battle where you can't die totally identical to a battle where you can't lose?

How many 5e DMs do you know who have even tried, never mind succeeded, to put either permanent level drain or item desctruction via AoE damage into their games? Or 4e DMs, for that matter?

I'll hazard a guess that the answer is zero and will be happy to be proven wrong. :)
Oh, I've seen some things you'd find real surprising. First-time 4e DMs deciding healing surges are a bad idea, so they're just gone--you just get healed some static amount any time something would call for one. Adding in XP or level loss is chump change for such people, and I've avoided those games like the plague as a result.

Fine, but you can't have it both ways. Either you've got to have some other permanent nasty mechanical consequences in the game (you know, the sort that players really aren't gonna like and will actively try to avoid having happen to their characters) or you're left with death being the only one.

The complaint made upthread was that death is the only one being focused on. The obvious reason for this is that it's the only one left.
Unless you just...don't have permanent, nasty, mechanical consequences?

That's literally what I do. I literally don't have permanent and nasty and mechanical consequences. I have permanent consequences (e.g. if the party had ultra-failed in their fight against the Song of Thorns, it would have escaped into their world and been permanently unkillable once it got there), nasty consequences (e.g. both the aforementioned one and, for a different example, the time the party Druid made a deal with a devil--potentially risking his very soul--on terms he didn't negotiate!), and occasionally mechanical consequences (loss of HP/XP, loss of features, loss of items, consumed resources). But never things that are all three at once.

Why is it required that there be something that is simultaneously permanent, nasty, AND mechanical as a consequence?

If your players actually respect the spirit of the game and are still on board for the game you're offering, I see no reason why such a thing HAS to exist. And if your players either don't respect the spirit of the game, or aren't actually on board for the game you're offering, the problem is significantly bigger than whether or not there is a permanent, nasty, mechanical consequence that can affect their characters!
 
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I agree, though I have a soft spot for the idea of dragging a dead companion’s corpse to a church and paying the priest a bunch of money to revive them. Makes me all nostalgic for the old Dragon Quest games, back when they were still called Dragon Warrior (at least here in the US they were).

Recently I’ve been playing around with the idea of a dead character having the option to pass on to the afterlife willingly (in which case they can’t be resurrected) or try to cling to life. In the latter case they’d have to make some kind of check to see if they can find their way back to their body (in which case they can be resurrected) or lose their way and become a ghost (in which case they can’t.)

I've been doing that for a few editions now. The spirits of the dead all go to Nifleheim (Shadowfell) before passing on to their final destination. If they fight passing on they slowly lose their humanity and become ghosts or other undead. I go as far as requiring someone to actually go to Nifleheim (the raise dead spell opens a temporary portal) to retrieve the spirit so it can be reunited with the body.

It's come up a couple of times for NPCs, no player has ever chosen it for their PC.
 

Fine, but you can't have it both ways. Either you've got to have some other permanent nasty mechanical consequences in the game (you know, the sort that players really aren't gonna like and will actively try to avoid having happen to their characters) or you're left with death being the only one.

The complaint made upthread was that death is the only one being focused on. The obvious reason for this is that it's the only one left.
All I can say is that I've had plenty of negative outcomes that players cared deeply about without mechanical penalties. You may need it for your style of game, different people have different styles and goals.
 

Allow me to go a step further, then.

What type of player death risk is tolerable?
In answering this question one needs to have in mind many assumptions, most importantly your expected number of encounters.
  • Based on guidelines in the DMG, I assume about 100 encounters over a character's full career (1-20)
  • I divide those between <hard and >hard at about a 2:1 ratio
  • The former I measure about a 0.8% risk of character death, and the latter about 8%
  • My rule for replacement characters is they are rolled at one level below the lowest level survivor
  • With that rule, we tend to top out at tier 3 e.g. level 15 characters at most
Given those values, a party of four will likely experience about 50 deaths over their career.
  • With revival magic, many of those are survived
  • In my world, revival costs several hundred to several thousand gold pieces, depending on the spell dictated by the manner of death
  • I reduce the DMG guideline scaling of treasure hoards, so parties are not as cash rich in my campaign
I find that, with less than 1% chance for a character to die in most encounters, parties need about 30 lives over the full course of a campaign. Historically that has amounted to about a dozen lives after revival magic, i.e. 12 characters generated for 4 to survive.

How can a DM use this information? What I have found is that by tracking the number of deaths, and knowing my background assumptions for availability and affordability of revival magic, I have hit a point that players describe as punishing lethality. That works for my group. I have also found that having a bright line between normal encounter, and a deadly one, has been helpful.

As well as being mindful of the cumulative chance over encounters, and the viability of magical revival, you also need to think about what is at stake? Our most recent death slew a much-loved level 8 druid. The player will reroll a level 4 character. Their stake - what was swept off the table - was levels 5-8.
 

Fine, but you can't have it both ways. Either you've got to have some other permanent nasty mechanical consequences in the game (you know, the sort that players really aren't gonna like and will actively try to avoid having happen to their characters) or you're left with death being the only one.

The complaint made upthread was that death is the only one being focused on. The obvious reason for this is that it's the only one left.
Which is why I mentioned in the very comment you are replying to how e.g. Warhammer Fantasy has a much more interesting system of consequences - but you chose to trim that. Players definitely try to avoid mutations. And I mentioned in a slightly tongue in cheek way Fate and Marvel Heroic Roleplaying as both being grittier than D&D because both games, while being far from gritty, have defined mechanical consequences that aren't death.

In the space of two consecutive posts therefore I mentioned three games that do consequences better than the specific old school D&D consequences I was criticising - and explained why the old school D&D consequences were a particularly tedious and annoying way of doing them (they take you backwards rather than forward). I have therefore literally been pointing out better ways, making your complaint about having things both ways ironic.
 

That's because a lot of people found those two consequences in specific to be both obnoxious and boring. (snip)
Meanwhile if I'm running an actually gritty game like Warhammer Fantasy Roleplay there are consequences galore - and no one objects to mutation rules.
The lingering injuries table exists in the 5e DMG as an option instead of part of the core rules because people found that consequence to be boring.
To be very clear I'm not calling your gritty game boring, far from it. But it strikes me that these attacks on 1e are extremely biased.

They are consequences that make your character more interesting and unique with more personal challenges rather than simply take them one step back towards a level 1 starting character with starting kit.
Ironically, magical items were far more easier to get a hold of in earlier editions than 5e.
And are you really comparing 1e and 2e characters to 5e and calling 5e PCs starting characters?
 

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