D&D General How Often Should a PC Die in D&D 5e?

How Often Should PC Death Happen in a D&D 5e Campaign?

  • I prefer a game where a character death happens about once every 12-14 levels

    Votes: 0 0.0%

And this leads me back to claims of 5e's lethality being to low or non-existant... how does one determine this?
For my part,I do feel like 5E is too "easy" if you use the challenge rules as designed. It is rare for even a regular Deadly encounter to provide a sense of peril, in my experience. And I'm a RBDM. I hit downed PCs all the time if it makes sense for the enemy. Anyway, I usually have to use Deadly+ encounters if I want players to be worried. This is especially true 5th level and higher.

Of course, a run of bad luck can turn a "easy" encounter Deadly. The d20 is big and swingy.
 

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I am not here to argue over how it should feel to you. I have zero inclination to engage with you about that.

So, fine, have your characters die. Have fun.
So what are you here to argue over? The thread is literally about preference and what feels best.
 

This seems to go against your general pro-verisimilitude approach. If you design the world "logically" and the PCs always win through some combination of smart play and luck, isn't that exactly how it should feel? Why would you punish players for success by making it harder? Shouldn't they be the ones to choose to.engage the tougher challenges, under your play philosophy?
I would not. If the players always win, and my worldbuilding is fair, so be it. But from a vibes perspective I think over time an eternal string of victories would start to feel a little "off" to me.
 


For my part,I do feel like 5E is too "easy" if you use the challenge rules as designed. It is rare for even a regular Deadly encounter to provide a sense of peril, in my experience. And I'm a RBDM. I hit downed PCs all the time if it makes sense for the enemy. Anyway, I usually have to use Deadly+ encounters if I want players to be worried. This is especially true 5th level and higher.

Of course, a run of bad luck can turn a "easy" encounter Deadly. The d20 is big and swingy.
So you want the illusion that death could happen... but don't care if it is ever actually realized or not. What makes your PC's worry... being low on hit points? Powerful attacks? An AC that is hard to hit?
 

And this leads me back to claims of 5e's lethality being to low or non-existant... how does one determine this?
Which circles me back around to my first response to you on this. It takes a lot more for me to challenge the players than in past editions. If it takes a lot more to challenge them, the default lethality is significantly lower. ;)
 

So you want the illusion that death could happen... but don't care if it is ever actually realized or not.
As long as there is a sense of tension and the players are engaged, I don't particularly care how the fight turns out. Whatever happens, there will be some new state of affairs to build on,which is the thing i love about GMing.

What makes your PC's worry... being low on hit points? Powerful attacks? An AC that is hard to hit?
In D&D, it is mostly about (rapidly) dwindling resources including hit points. Players get nervous when their hit points and spell.slots seem to be running out and the bad guys seem to still be fresh and/or numerous.
 

Going to start by saying that I did not vote for any of the poll options for reasons similar to those already said. Not even going to pretend that I read the dozen or two pages between this quoted post & the last couple.
Let me say these answers have been interesting and insightful. They also are making me wonder... what exactly is meant when people claim 5e isn't lethal enough or is easy mode...
The disconnect between those discussions and the poll options connected to the OP demonstrates why people say that the game needs to be the thing that is more deadly with the PC's being puled lower on the super hero scale. Unfortunately that lack of support from the game ensures that It's difficult for GM's to even to talk about with a lot of players because it gets reframed & mired in the idea that the mere thought is about killing the PCs more often. Worse still is that even if the players agree to let the GM try the GM's crazy idea those players can still ensure the attempt fails in blatantly unfun ways by refusing to adapt & pointing to the obvious results of continuing to play a more deadly game as if they are still playing the role of kryptonian with a sword/wand.
 

I mean sure in a sandbox campaign;. Some campaigns have matters too urgent to explore at leisure. either way it is not like Minecraft where everything is totally random. NPCs have goals & motives and the world continues to move forward regardless of how often PCs die.
Life, is like a sandbox Dungeons and Dragons game. The characters apply significance to the events that happen within it and build stories out of them. Stories don't exist, storytellers do.
 


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