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D&D 5E It's so hard to die!

Emerikol

Adventurer
Why? They live in a world where both healing magic and the undead exist. Treating people as if they won’t be healed in a world where it is perfectly clear they will be makes no sense.
Because it is not commonplace in most instances. Perhaps at high level this might not be the case but in the world in general I don't expect them to expect healing.

I also am not a big fan of getting back up during combat after being healed. At least require a ten minute rest if you aren't going to require a lot longer period like 1e did. I don't play 5e.
 

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Mistwell

Crusty Old Meatwad (he/him)
Just to be nit-picky, many successful hits result in failing 2 death saves.

Under Unconscious
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
From the section on Death Saving Throws
If the damage is from a critical hit, you suffer two failures instead.​
If you focus fire and continue to hit PCs after their down, it's really not hard to kill them.
Yes that point was made earlier. I was not assuming melee combat necessarily. But of course, if it's melee, it's even easier.
 

Stalker0

Legend
Or increase the damage of monsters. Add the monsters CR in damage to its attacks and it gets nice and deadly.
This is a nice simple way to go, and actually checks with the math. So if you look at the CR scale from the calculator, every CR bump is +6 DPR. The "average" character gains a d8 hitpoints (5 on average), with +2 from con (in my experience most players get a 14 con), so that's +7 HP per level. So you can see that with every CR the monster is in theory getting a little less deadly damagewise. This of course is not even factoring in better healing, other buffs, conditions, etc etc.

So a very simple +1 damage per CR steadies the math out a bit more.


Another way is to simply have the monster deal the damage its supposed to for its CR. A lot of monsters underperform based on WOTC's very own stats for CR.

I think one of the issues is that WOTC wanted to do the no magic thing, and so really considers the "resistance to non-magical weapons" much stronger than it actually is in most games, which warps the CR calculation.

Take the ice devil (CR 14), I happened to be thinking about using it in my next game so it game to mind. If you just plug it core numbers into the CR calculator (and ignore the resistance to non-magical weapons) its like a CR 11. Maybe its 12 if you get fancy, but in no way is that a CR 14 if my players have a few magic weapons.
 
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Dausuul

Legend
Ordinary intelligence should lead one to conclude a party with spellcasters will bring their fallen ally back immediately unless you take that fallen ally down.
"The fighter's down and the path is clear! Get the wizard before he throws another fireball!"
"No, I have to coup de grace the fighter so the wizard doesn't heal her."
 

the Jester

Legend
The problem is that with instantaneous, bonus action healing you can do at a range, you don't get a second chance. The enemy drops the character to 0 hp. Even if it has multiattack, it causes two death save failures with a coup de grace. Then before your enemy can act again, your hero has been healed, is back up and attacking as if nothing had happened.
That's a lot of assumptions there, all of which are going the pcs' way. You're assuming someone in the group has healing word and spell slots, that they aren't going to use their bonus action for something else, that there's only one attack available to spend on the fallen pc, that- once healed of around 5-10 hp- the pc won't just drop again in one hit, etc. These things aren't always true, and they are rarely all true. Or if they are, your encounters aren't using enough monsters to be as challenging as you want.

Seriously- if you want a more lethal game, even without changing the makeup of your encounters, it's easy to achieve. Even if the pc gets saved, you have taxed the party's resources more, used up some of their actions, etc., making the fight harder. Tactics are a far more effective way of buffing an encounter than some folks credit; they can change something from a difficulty of "easy" to a difficulty of "holy crap, run!!"
 


dave2008

Legend
So a very simple +1 damage per CR steadies the math out a bit more.


Another way is to simply have the monster deal the damage its supposed to for its CR. A lot of monsters underperform based on WOTC's very own stats for CR.
I see the +1 damage per CR as an easy way to get damage closer to the DMG DPR table* without having to recalculate everything. Not perfect, but pretty close.

*I am specifically saying DPR table because as you know there is a lot more that factors into CR than just the Monster Stats by CR table.
 

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