EzekielRaiden
Follower of the Way
Two points.I notice a common thread that I've seen in a lot of my 5e players, you seem to have a lot of deaths from bandits following a rest... If a player were to relay experiences like that to me I would think it irresponsible on my point not to bring up logic once made clear in player facing rulebooks It's extremely uncommon for bandits to interrupt a rest when the party travels back to town or whatever in order to rest someplace safe (like a room at the local tavern/inn/whatever). I can't say that I would expect to be trapped within your lodgings by bandits while attempting to flee either but could see a notable bandit presence if the party had already done that a few times in what should have been a single adventuring day.
First, this was only how this specific DM ran it. Other DMs, it's mostly just been throwing Mega-Deadly fights at the party and being shocked that they are, in fact, deadly, especially when folks roll poorly.
Second, you highlighted two things, but they're completely different from one another. With the former, we killed the spiders that were at the temple, and thought (we felt reasonably) that we could take an hour to catch our breath and spend our meager HD to get back some health. And, as I would like to remind you, the bandits were only the fourth fight of the entire campaign, so we did not even have the barest glimmer of possibility of being able to say "oh, we should prepare for bandits." It was 100% out of the blue, with a DM who explicitly knew that most of the players (in fact, everyone other than me) were new to 5e and more than half of them were new to TTRPGs in general. The latter--the mummy rot thing--has nothing to do with DM adjudication, and everything to do with how mummy rot, the disease, works. Mummy rot prevents you from regaining HP, and causes you to lose 10 max HP every 24 hours after you're cursed with it. If your max HP becomes 0 due to this effect, it causes instant death, and your body cannot be resurrected because it turns to dust. So it literally was the case that if we'd taken a long rest, my character would just die, because remove curse is a 3rd level spell and we were literally still level 1.
There was no "ignoring risk" involved in any of these campaigns. The (near-)TPKs happened so quickly, nobody had time to even discover what was safe or unsafe before we got utterly destroyed.This thread alone has a wide array of posts from folks lamenting the fact that 5e encourages players to ignore risk that should be taken seriously & even some about how the GM adjusting the difficulty to influence that will often backfire to make perfectly mundane gameplay lethal simply by players refusing to adapt. The fact that 5e encourages players to double down on that with a PoV where an interrupted rest leads to a shrug with another rest starting up immediately or after a wait while blaming GMs for the results of not restricting those rests is one of the system's most frustrating design choices.