Chaosmancer
Legend
Sorry. It wasn't so much annoyed but more because it is unhelpful to discuss lava scientifically when comparing it to dragon's breath--which we have no science to back up because precisely what is involved in dragon's breath is entirely subjective being as it is "made up".
Falling also destroys things. Granted falling isn't as destructive as immersion in lava!
However, whether it is falling/jumping from heights, acid, lava, dragon breath, or whatever, you can "walk away" after losing tons of HP--which is the real problem. Although IRL falls can break bones, acid and lava can burn and scar, unless you use lingering injuries and roll significant issues from that, none of it really matters--hp simply become and remain a resource, like spell slots, that you judge when is expending them worth it?
That is just always going to happen.
I've seen a character like McClain or Wick survive falling from 3 to 5 stories and landing on a car, limping off before fighting in the next scene. Never seen someone get hit by a charging rhinoceros get back up. But a charging minotaur can't be a death sentence that causes multiple broken bones and permanent injury. Game would just break down.
Meanwhile, while falling is relatively mundane, lava is the raw power of creation, in many ways, vastly and cataclysmically destructive. It has a narrative weight to it.
In many ways it is the same (or related) thing to those other situations. But those exists because HP is really plot armor more than anything else--justify the abstraction however you wish.
Assuming in such situations you aren't restrained or unconscious or something so you can actually act and react normally, the goblin-knifer might not be seen as much of a threat for several reasons if you've got 30 hp, since you're likely 3-4th level. Given it manages to hit you, RAW its threat potential is low (20% of your hp per hit), but still something you can't just ignore.
Having a crossbow pointed at your head of course should be threatening at any level--however trained, experienced people who have weapons endangering them know how to deal with those threats. The problem is again when they try to avoid/disable the threat and fail... and the damage is likely less than half their HP. In other words, narratively, since they aren't reduced to 0 hp so they were never really in any real "immediate danger."
Our houserule answers this to a point with critical damage, not critical hits. The above goblin has a chance (only 1 in 250,000) that it can deal enough damage to reduce you to 0 hit points with a single hit. With the (light) crossbow example, critical damage houserule would give a 1 in 2048 to reduce you to 0 hp on a hit. Since we've been using this houserule, players sweat it a bit more when they hear they've taken critical damage. Granted, the odds are still very long in most cases, but at least now it's possible!
See, you are trying to avoid it, but I just don't see the point in that. We don't make rules to make weapons suddenly more dangerous in certain circumstances, we just ignore the discrepancy. I also just don't usually take player's hostage. I take an NPC hostage. Works better on most levels.
Sure, that's fine of course, many people don't like massive damage rules. No issue with that, I just prefer them.
I've never seen it as punishing characters in any way or stopping them from taking those risks. Now, they just understand those things are ACTUALLY risks! And I prefer players to realize certain threats are simply likely beyond them (at least at present) and they either have to find another way to deal with it or something. Getting into the fights has never been an issue, regardless of having critical damage and using massive damage rules. Being more cautious and prepared however, I see as a blessing by comparison.
Also, to be clear, massive damage rules should not be auto death sentences, but definitely carry a chance of being knocked out or dying. What I don't like about 5E's massive damage option is the idea of being reduced to 0 hp. System shock might knock you out or kill you, but failing that you took the damage and should still have any remaining hp IMO.
I don't understand what you are trying to say here. Enemies that deal a lot of damage ARE risks. I don't see how hitting -15 and dying outright makes them better fights. To me, it seems like it will just make the characters unwilling to engage unless they are at full hp.
I was talking to a fellow GM not too long ago. He has a party that recently hit level 11... and are still scared of a side mission he gave them forever ago to investigate a hag. He's worried that they are going to be disappointed, because the Hag mission was given to them early on, and she is like CR 4. But they still are building her up as this massive threat.
I just very rarely see players not feeling like things are a risk. Meanwhile, I have to constantly reassure them that... it is okay for them to actually take risks. I don't want them retreating after each fight, to attempt to heal to full, and constantly making that a needed goal because if they are down even a little hp, they run the risk of suddenly dying.
Really, IMO, that is on the DM, not the players. As DM, players can tell me they want to take a long rest, but if they're in a dangerous area/ situtation, odds are something will happen that will prevent the long rest. I'm not saying it's impossible, but unlikely.
A short rest, in such times, they are more likely to get away with and benefit from.
We were literally in a situation where the cleric wanted to cast stone shape, to seal the room, so that they could long rest, because they were down three spell slots, a channel divinity and a some hp. I, as another player, had to convince them that we really didn't need to take a long rest.
Sure, the DM could have told us that they were going to gather the enemy outside the former door (hello fireball formation) or try and break through the wall (which would break the rest, but wouldn't be too fast for us to react to) but what finally convinced them was me pointing out... the bad guys could just walk past and leave the tower. And since we were here for a McGuffin, we would lose, because we would be giving them 8 hours to just... walk out.