Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Help me! I'm afraid to kill my players!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MrBrown" data-source="post: 1475534" data-attributes="member: 18231"><p>Hi</p><p></p><p>There's a couple of things you can do to get rid of the need for fudging and introduce PC death into the game. </p><p></p><p>First thing is to get a hang of the rules of the system you're using, so that you can gauge the difficulty of enemies well. Not much you can do here but DM more and learn what works. However, one thing you could do is start from a higher level, maybe 3-5. D&D tends to be very random at low levels and starting a bit higher can offset that.</p><p></p><p></p><p>The thing with PC death I think should be strived for is having the players realize their PCs can die, without actually killing any of them. Sort of giving the players "a fear of death" in regards to their characters. When your players are aware of this, they will play more carefully, and won't regard PC death as 'unfair' when it happens, because they were partially prepared for it and aware the PC was in danger. Naturally, sometimes a player might decide it's more in-character to do something, although it might kill the PC.</p><p></p><p>To achieve this (without meta-gaming and/or fudging), make the players aware of the danger they're facing, or even make it seem stronger than it is. Rumors in towns, events your PCs see, objects they find or even short confrontations before the "real one", anything can give the players some kind of an image of what they're facing.</p><p></p><p>For example, you mentioned that in your last game the party faced a group Dire Rats, and that the party had a Ranger. To give the players a feel of how strong the Dire Rats are, you might have them face a single Dire Rat so that the players can get a feel of how strong they are in combat, before actually being in danger. After the encounter, you might have the Ranger make a Wilderness Lore roll and tip him off that there are lots of Dire Rats in the area. If the player later on in the 'real' encounter against the Dire Rats start taking too much damage, they'll think that they underestimated the enemy rather than that the DM used an enemy too strong.</p><p></p><p>This is all assuming, of course, that the player have choices and different ways of going about this quest, and individual encounters in it. Try to avoid railroading.</p><p></p><p>Also, StalkingBlue's advice on playing Dire Rats as animals is great. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="MrBrown, post: 1475534, member: 18231"] Hi There's a couple of things you can do to get rid of the need for fudging and introduce PC death into the game. First thing is to get a hang of the rules of the system you're using, so that you can gauge the difficulty of enemies well. Not much you can do here but DM more and learn what works. However, one thing you could do is start from a higher level, maybe 3-5. D&D tends to be very random at low levels and starting a bit higher can offset that. The thing with PC death I think should be strived for is having the players realize their PCs can die, without actually killing any of them. Sort of giving the players "a fear of death" in regards to their characters. When your players are aware of this, they will play more carefully, and won't regard PC death as 'unfair' when it happens, because they were partially prepared for it and aware the PC was in danger. Naturally, sometimes a player might decide it's more in-character to do something, although it might kill the PC. To achieve this (without meta-gaming and/or fudging), make the players aware of the danger they're facing, or even make it seem stronger than it is. Rumors in towns, events your PCs see, objects they find or even short confrontations before the "real one", anything can give the players some kind of an image of what they're facing. For example, you mentioned that in your last game the party faced a group Dire Rats, and that the party had a Ranger. To give the players a feel of how strong the Dire Rats are, you might have them face a single Dire Rat so that the players can get a feel of how strong they are in combat, before actually being in danger. After the encounter, you might have the Ranger make a Wilderness Lore roll and tip him off that there are lots of Dire Rats in the area. If the player later on in the 'real' encounter against the Dire Rats start taking too much damage, they'll think that they underestimated the enemy rather than that the DM used an enemy too strong. This is all assuming, of course, that the player have choices and different ways of going about this quest, and individual encounters in it. Try to avoid railroading. Also, StalkingBlue's advice on playing Dire Rats as animals is great. ;) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Help me! I'm afraid to kill my players!
Top