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<blockquote data-quote="clearstream" data-source="post: 7208477" data-attributes="member: 71699"><p>In setting my design objectives for the above, I needed to define "lethal".</p><p></p><p><span style="color: #0000CD"><strong>Lethality</strong></span></p><p><span style="color: #0000CD">Characters might face a score of truly lethal encounters over their career (from level 1 to level 20). Each such encounter is expected to offer a <strong>1:10</strong> risk of death. Lethality is affected by performance, so that skilled players may experience half that chance of dying while unskilled players experience double. Naturally, attritional encounters are less lethal—perhaps <strong>1:100</strong>—but characters could face well over a hundred of them. On average such encounters could kill a character a dozen times over. Very often, powerful revivification magic puts them back on their feet. When that isn’t available, they’ll need prudence, skill and luck to survive.</span></p><p></p><p>These rate could be OTT. I'd like them to be visible so that they can be talked about, and to use them as a guide to what I intend to see happening over encounters. If I sense a far higher rate occurring then I can tune the budgets down. If too low, the opposite. Death here is not permanent death. It is going down and failing three death saving throws. 5e has what look like quite well considered revival magic. From Spare the Dying, to Gentle Repose which dove tails into Raise Dead. To Resurrect and True Resurrect (and the subtle and not so subtle differences between them). Reincarnation is also a possibility. It appears fairly well costed and anecdotally appears under utilised by DMs. Concretely, I'm assuming no revival in tier 1. Revival one time in two in tier 2. Two times in three in tier 3. And three times in four in tier 4. My understanding is that this is far, far higher than anyone is using. The alternative is to reduce the chances of death, or reduce the number of occasions those chances are experienced.</p><p></p><p>[Edited to fix the hectically unsurvivable "survival" rates. Reduced attritional death rate from 1:24 to 1:100. Reduced lethal death rate from 1:4 to 1:10.]</p></blockquote><p></p>
[QUOTE="clearstream, post: 7208477, member: 71699"] In setting my design objectives for the above, I needed to define "lethal". [COLOR=#0000CD][B]Lethality[/B] Characters might face a score of truly lethal encounters over their career (from level 1 to level 20). Each such encounter is expected to offer a [B]1:10[/B] risk of death. Lethality is affected by performance, so that skilled players may experience half that chance of dying while unskilled players experience double. Naturally, attritional encounters are less lethal—perhaps [B]1:100[/B]—but characters could face well over a hundred of them. On average such encounters could kill a character a dozen times over. Very often, powerful revivification magic puts them back on their feet. When that isn’t available, they’ll need prudence, skill and luck to survive.[/COLOR] These rate could be OTT. I'd like them to be visible so that they can be talked about, and to use them as a guide to what I intend to see happening over encounters. If I sense a far higher rate occurring then I can tune the budgets down. If too low, the opposite. Death here is not permanent death. It is going down and failing three death saving throws. 5e has what look like quite well considered revival magic. From Spare the Dying, to Gentle Repose which dove tails into Raise Dead. To Resurrect and True Resurrect (and the subtle and not so subtle differences between them). Reincarnation is also a possibility. It appears fairly well costed and anecdotally appears under utilised by DMs. Concretely, I'm assuming no revival in tier 1. Revival one time in two in tier 2. Two times in three in tier 3. And three times in four in tier 4. My understanding is that this is far, far higher than anyone is using. The alternative is to reduce the chances of death, or reduce the number of occasions those chances are experienced. [Edited to fix the hectically unsurvivable "survival" rates. Reduced attritional death rate from 1:24 to 1:100. Reduced lethal death rate from 1:4 to 1:10.] [/QUOTE]
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