Doug McCrae
Legend
D&D games vary substantially in their death rates. I think the type of game Bullgrit is describing is an old school, high danger one, where disturbing moldy sacks of flour releases yellow mold which kills you if you don't save vs poison and touching curtains means you turn to green slime.Right. And the fact that a 10th level character might survive up to 19 x 13 = 247 mortally dangerous situations means that dungeon delving is, statistically, safer for imaginary adventurers than real piracy is for real pirates.
There's nothing like that in our world. By our standards you would have to be a madman to enter such a place. But the players are expected to, and that's fine, that's how the game works.
You're right that a high level D&D character has been in a ridiculously large number of hand-to-hand fights, more than anyone in our world could ever have been in. But I don't know if we can really make a comparison. The D&D combat system doesn't work like combat in our world. There are no hit points in real life.
The dungeon is more dangerous than anything that exists in the real world. But I think individual D&D fights might be safer than fights here. I believe that in the early editions, they tend to be at their most deadly at low levels (1-4), then safer toward mid (5-8), then deadly again at high (9+), but by then raise dead is available.
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