Vaalingrade
Legend
Someone heals them?So what happens in your game when a PC runs out of hit points? Practically, at the table?
Someone heals them?So what happens in your game when a PC runs out of hit points? Practically, at the table?
Immediately? Under any and all circumstances? What if the healer runs out of hit points?Someone heals them?
They drop. If someone heals them, they get back up again. If they die from failing death saves, the table needs to work out what happens next: When it happened in a Tier Four campaign (not the one that there now) someone else in the party attuned to the rod of resurrection the dead ranger/cleric was carrying and rezzed the cleric. If no one in the party had been able to do that, we'd probably have speedplayed through getting the PCs to someone who could do the rezzing, and I'd have worked out what the consequences would have been.So what happens in your game when a PC runs out of hit points? Practically, at the table?
Maybe not immediately but by the end of combat.Immediately? Under any and all circumstances? What if the healer runs out of hit points?
I at least can mostly agree with this--I think random encounters can be worthwhile, but I don't set those at a difficulty likely to kill the PCs, and I don't use them to wear the PCs down. I have, a couple of times, set up gantlets for the PCs to run, which were set to wear them down--but they weren't random.Also, I don't try to do attrition and random encounters. Combats only happen if they matter, if they're a set piece or if the players seek one out, so there's not intent to wear them down to make characters go down either.
I don't have a problem with in-world gauntlets where there is someone in the world trying to run the PCs down.I at least can mostly agree with this--I think random encounters can be worthwhile, but I don't set those at a difficulty likely to kill the PCs, and I don't use them to wear the PCs down. I have, a couple of times, set up gantlets for the PCs to run, which were set to wear them down--but they weren't random.
That at least doesn't seem likely to be wildly distasteful to you.
Sometimes the random things that come up lead the PCs to interesting things, or otherwise result in interesting play/choices, so they happen in my games, but I'm not looking for some number of combats in any random day, and I'm not rolling every hour or anything, either: I roll for when the next potentially interesting thing is going to happen, then I roll (on my own tables) for what that is.I don't have a problem with in-world gauntlets where there is someone in the world trying to run the PCs down.
My issue is with... well the 6-8 encounters per day that is invariably just be 4-7 trash fights that just exist to either make sure you don't have your good abilities for the fights that matter, or make you not get to use your fun stuff for fear of running into a fight that matters later.
I also just kind of find random encounters to be a waste of time unless the party is going out spoiling for a fight for reasons. Especially when they're tacked on a filler on travel and the already nothing to aggressively boring exploration 'pillar' (stump with a calculator and a torn ranger character sheet on it).
Sometimes I'll have things pop up that look random, but do have a purpose, and if the players are like 'we're going hunting', I'll pull something random for them to throw down with, but I'm not rolling every hour to see if five giants sneak up on them or a single wolf decides it's got the stones to rock up on clanking death.
I've got no problem with that. I'm just plain not a fan of random though and wouldn't even use tables I created.Sometimes the random things that come up lead the PCs to interesting things, or otherwise result in interesting play/choices, so they happen in my games, but I'm not looking for some number of combats in any random day, and I'm not rolling every hour or anything, either: I roll for when the next potentially interesting thing is going to happen, then I roll (on my own tables) for what that is.
it would be nice if the game provided alternate default levels for certain spells designed to emphasise certain playfeels.IMO the game should make coming back to life harder, or at least provide solid suggestions on how to do so.
There's a few bits in that quoted post that are baseline disagreements significant enough to undermine other bits to the degree that they aren't really talking about the same thing. Going to touch on those without everything getting lost in a long pointless back & forth fisking.I've found that I can establish that the low-level PCs are fragile quickly, and the players I'm DMing for tend to hold tightly to that for a long time. The fact I can manage effective challenges through Tier Four might help, here.
As for "worldbuilding through PCs," I've been able to do that just by asking the players for things in the setting their PCs were connected to. In my most-recent campaign, that involved explicitly asking each player for 2 people, a group, a place, and an event in the starting city their character was connected to--and then using (at least some) of those over the 25-ish sessions it took the PCs to get around to chasing the starting situation out of the starting city (which starting city they were all long-term residents of and well familiar with).
As for "trivial problems," I ... dunno how many of those any of the PCs in the 5e campaigns I've run have encountered. I'm pretty sure all the situations they've encountered, they've treated with gravity appropriate to their seriousness. But I've also been running campaigns very much mostly where the PCs' interests, desires and (ahem) themes have been relevant in play, the PCs haven't been playing through some story I have in a book or my notes.