sorry but if you take death out of the equation.then what other factor would express danger?
But if I can just roll up a new PC and bring him/her into the game, how is there any real danger? What's the real loss in PC death, in that case?sorry but if you take death out of the equation.then what other factor would express danger?
The apparent risk of death.sorry but if you take death out of the equation.then what other factor would express danger?
You want to scare a player, rip their character's arms off.
I actually dis-armed the PC of a mutual friend of ours 1/3 into a campaign. Using a spell he himself had designed.At higher level when I've invested a lot into a character and there are ways to heal that, then sure. But if I'm only in the lower levels of the game, that character is retiring from adventuring and I'm rolling up a new one, which is pretty much exactly the same as death from a player POV.
The thread is TL;DR. But perhaps the problem is not the hit points, but the spells.First level HP are just too low right now. I recommend that they be increased to Constitution score + hit die. Right now, it's just too easy for a first level character to be one-shot. I realize that 1st level characters aren't exactly epic heroes, but this is ridiculous. For example, 1st level combat spells do more than enough damage to outright kill a 1st level character with ease. Magic Missile does 3d4+6 (avg. 13.5) damage and always hits. Inflict wounds deals 4d8 (avg. 18) damage. Burning Hands and Thunderwave deal 3d8 (avg. 13.5) damage to an area.
A first level fighter has at most 10-15 hit points. Any of these spells could kill him in a single hit. It's even worse for other classes with smaller hit dice. Even with the change I am suggesting, these spells would still be quite deadly, but not ridiculously so. And it's not just spells. Weapon attacks can easily do damage in the teens. While first level characters should be relatively fragile, I don't think it's too much to ask that they be able to survive one non-critical hit, maybe two, before dropping!
[Edit] Some of you might be thinking, why not just reduce spell damage? No, the damage of 1st level spells is fine right now. If their damage was reduced, they'd be weaker than basic at-will weapon attacks, and that would be ridiculous. They'd also be weaker than cantrips at higher levels. I've suggested that they change cantrip scaling to match cleric and rogue deadly strike (2[W] at 9th level and 3[W] at 19th). If they followed this progression, cantrips would still be a bit weaker than 1st level spells even at 19th level. If you nerf the 1st level spells, cantrips end up getting better, and that's a bit absurd. Even if you did nerf the 1st level spells, it does nothing about regular weapon damage, which can still easily do damage in the teens. The most simple and elegant solution is to give characters more hit points.
I like first level hitpoints low.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.