D&D 5E (2024) Effects that kill you at 0 hp

What do people feel about these powers? Do they bring back some of the deadly feel of early editions and add some much needed jeopardy. Or are they arbitrary and unfair?
I think it's fine if you get player buy-in. Just like playing earlier editions, some people would love the thrill of deadliness and others would respond by becoming paranoid in an un-fun way about potential character loss. Neither approach is wrong. Just find out which one applies to your group and proceed accordingly. Mention in session 0 that there are monsters that can do this, and see how they feel about it. If they hate the idea, just don't use that ability. But if they agree, let it rip!
 

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I liked these. Telegraphed their ability by having them cut through a door.

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I'll weigh-in as one of the four players in this event:
It was both awesome and terrifying at the same time!
I play a rogue and never actually engaged with the Executioner, but it was clear from the start that we were severely outmatched and our elf barbarian (tree of life) paid the ultimate price. Not only this, but the very environment turned against us when the Shadows (vestiges of the Executioner's previous victims) rose from the ground.
We made a scary (albeit ultimately successful) fighting retreat through the sewers of the dead city, pursued by the shadows, because (luckily!!!) the Executioner was too large to slip through the drains.

Overall, it was a great session and all four players were hugely positive about it. The genuine fear of the terrible creature and the frantic retreat, with the dwarf fighter carrying our fallen comrade, was immensely memorable. For me, that makes the instant death possibility an asset to the game.
 


That block has another pet peeve of mine, though. In this case, magical blades that do incredible damage but have a specific clause that means they can’t be used by the players.

I find the particularly cheesy.
I very much agree. There's a huge difference between that kind of plot armor style item working around the system and something like the 3.x holy/unholy/blessed/defiled weapon properties where the wielded needed to be/not be a specific alignment. One is kinda cool and nuanced in ways that left players say "aww but at least I get [other benefits of their alignment] even though I can't use it."

Adventure creators & GM's feeling the need to fix the underlying system for basic functionality like death & dying with specific creature linked soul bound type items highlights a pretty serious failure in design while showing that they no longer have the expressed freedom to make use of 5e's ~"we [streamlined/simplified/insulated] it to make the system easy to modify with house rules fitting your table's needs" corporate line.
 



I've always used, rather extensively and in all editions, the concept of magic items that are keyed to the users and can't be "looted" by the PCs.
I also have done this. (before the actual attunement rules).

Wizard attunes/soul binds weapon. Better hope they voluntarily unbinds, or you dispel it before you kill him, or you will have to wait for it to be dispelled.

and if it's intelligent? "Screw you" said the sword.
 


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