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<blockquote data-quote="Hussar" data-source="post: 6816561" data-attributes="member: 22779"><p>Part of the issue is that 5e characters are EXTREMELY hard to flat out kill. You've got basically double your HP as a buffer against dying from damage. By 5th level, it's very, very unlikely anything you're facing can do your full HP+1 in a single critical hit (possible, but, unlikely) to take you from 1 HP to dead. And if you're not at 1 HP, the chance of anything outright killing you decreases with each HP.</p><p></p><p>It's quite possible for a PC to die to death saves, but, even then, extremely unlikely since it's far more likely that someone in the group will get a single HP or more of healing into the downed character before 3 rounds have elapsed.</p><p></p><p>Which tends to make things very wonky. A Deadly encounter is still extremely unlikely to result in a PC death unless you kill <em>all</em> the PC's. The PC's just have far too many resources to keep themselves alive.</p><p></p><p>Now, you can cut through this (heh, cut) by starting to attack downed PC's. But, now it looks like you're actively trying to whack PC's and many groups have an issue with that. It's a play style thing but, I can see players getting very... shirty if I start making sure to kill every downed PC. It really depends on how the group wants to play. At a guess, I'd say this is something that gets set up very, very early in the campaign. </p><p></p><p>But, I think the big take away from all of this is that any single encounter is very unlikely to ever be deadly (unless you're way, way outside the party's weight class). Deadliness requires a bit of set up - more encounters per day. Sure, the example had two encounters. Where I think things get truly interesting, is the <em>next six</em> encounters that group had to deal with before getting a long rest. What's been outlined is a good start to an adventuring day, not an entire adventuring day.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6816561, member: 22779"] Part of the issue is that 5e characters are EXTREMELY hard to flat out kill. You've got basically double your HP as a buffer against dying from damage. By 5th level, it's very, very unlikely anything you're facing can do your full HP+1 in a single critical hit (possible, but, unlikely) to take you from 1 HP to dead. And if you're not at 1 HP, the chance of anything outright killing you decreases with each HP. It's quite possible for a PC to die to death saves, but, even then, extremely unlikely since it's far more likely that someone in the group will get a single HP or more of healing into the downed character before 3 rounds have elapsed. Which tends to make things very wonky. A Deadly encounter is still extremely unlikely to result in a PC death unless you kill [i]all[/i] the PC's. The PC's just have far too many resources to keep themselves alive. Now, you can cut through this (heh, cut) by starting to attack downed PC's. But, now it looks like you're actively trying to whack PC's and many groups have an issue with that. It's a play style thing but, I can see players getting very... shirty if I start making sure to kill every downed PC. It really depends on how the group wants to play. At a guess, I'd say this is something that gets set up very, very early in the campaign. But, I think the big take away from all of this is that any single encounter is very unlikely to ever be deadly (unless you're way, way outside the party's weight class). Deadliness requires a bit of set up - more encounters per day. Sure, the example had two encounters. Where I think things get truly interesting, is the [i]next six[/i] encounters that group had to deal with before getting a long rest. What's been outlined is a good start to an adventuring day, not an entire adventuring day. [/QUOTE]
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