iserith
Magic Wordsmith
My experience is that it's about the same as D&D 3.Xe, D&D 4e for me. I don't really recall AD&D 2e well enough to say. To me, it's not about the death and dying per se. It's just about a challenge and stakes the PCs care about. Something they'll strive to achieve, but where it is interesting enough that failure isn't necessarily desirable, but still enjoyable. Where stakes are concerned, life-or-death is the low-hanging fruit of D&D. It's exceedingly easy to present a sufficient challenge in D&D 5e with life and death stakes. So really, if it's too "easy," that's a DM thing rather than a game system thing in my view.
In my gritty town-to-dungeon campaign, The Delve, there are 20 PCs (but only four PCs for a given expedition). While at least one or two PCs per session ends up with the dying condition - it's worth XP - I've killed only 2 PCs, a gnome monk and an elf ranger/monk, both by massive damage. So I guess you could say I decimated them. Since that session, there have been many close calls and a couple of petrifications last game, but no deaths. In this campaign, you're encouraged to have a couple of active characters. If you die, you die... now your backup character jumps in. My goal here is to make sure that the player has a quick way back to the primary mode of participation in the game.
In my gritty town-to-dungeon campaign, The Delve, there are 20 PCs (but only four PCs for a given expedition). While at least one or two PCs per session ends up with the dying condition - it's worth XP - I've killed only 2 PCs, a gnome monk and an elf ranger/monk, both by massive damage. So I guess you could say I decimated them. Since that session, there have been many close calls and a couple of petrifications last game, but no deaths. In this campaign, you're encouraged to have a couple of active characters. If you die, you die... now your backup character jumps in. My goal here is to make sure that the player has a quick way back to the primary mode of participation in the game.