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Death isn't deadly enough
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<blockquote data-quote="Quickleaf" data-source="post: 6669536" data-attributes="member: 20323"><p>Welcome to ENWorld!</p><p></p><p>In D&D this is referred to as the "revolving door of death." It often happens due to a conflux of circumstances: a party has significant healing resources, the DM's encounter design and/or style of running monsters isn't challenging enough for that party, and running published adventures with simplistic encounter design.</p><p></p><p>Like Li Shenron says, the best place to solve this issue is behind the DM screen by changing your encounters and playing monsters tougher/nastier.</p><p></p><p>If that doesn't work for you, *then* you may want to implement a house rule. You have a couple options:</p><p></p><ul> <li data-xf-list-type="ul">You can implement lingering wounds (DMG 272). This discourages PCs from taking combat risks that could lead to being knocked to 0 HP, and encourages a more cautious play style.</li> <li data-xf-list-type="ul">You can implement a time window (e.g. 1 round) in which PCs can be revived by magic after falling to 0 HP. This discourages irreverence for death where allies don't rush to a dying PC's side, and encourages making tactical sacrifices to reach a fallen comrade asap.</li> <li data-xf-list-type="ul">You can implement massive damage (DMG 273) and track negative HP. This discourages PCs from thinking they have the security of death saving throws, and encourages more uncertainty in combat.</li> </ul><p></p><p>Whatever you think would work best, make sure to run it past your group and let them know in advance about the change you want to implement.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6669536, member: 20323"] Welcome to ENWorld! In D&D this is referred to as the "revolving door of death." It often happens due to a conflux of circumstances: a party has significant healing resources, the DM's encounter design and/or style of running monsters isn't challenging enough for that party, and running published adventures with simplistic encounter design. Like Li Shenron says, the best place to solve this issue is behind the DM screen by changing your encounters and playing monsters tougher/nastier. If that doesn't work for you, *then* you may want to implement a house rule. You have a couple options: [list][*]You can implement lingering wounds (DMG 272). This discourages PCs from taking combat risks that could lead to being knocked to 0 HP, and encourages a more cautious play style. [*]You can implement a time window (e.g. 1 round) in which PCs can be revived by magic after falling to 0 HP. This discourages irreverence for death where allies don't rush to a dying PC's side, and encourages making tactical sacrifices to reach a fallen comrade asap. [*]You can implement massive damage (DMG 273) and track negative HP. This discourages PCs from thinking they have the security of death saving throws, and encourages more uncertainty in combat. [/list] Whatever you think would work best, make sure to run it past your group and let them know in advance about the change you want to implement. [/QUOTE]
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Death isn't deadly enough
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