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How do you kill a 10th level character?
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<blockquote data-quote="DaveDash" data-source="post: 6486283" data-attributes="member: 6786202"><p>5E is a lot more 'soft' than 3rd and earlier editions at mid to high levels in my experience so far.</p><p></p><p>I'm running a conversion of City of the Spider Queen, known to be so challenging it was sometimes 'hopeless'. In 5e, even using a lot of deadly encounters, my players are breezing through it compared to how it used to be.</p><p></p><p>Why?</p><p></p><p>1. Lack of "Save or die" effects and traps.</p><p>2. Detect Magic as a ritual reveals a lot of traps.</p><p>3. Casters are much weaker, and this module is filled with them.</p><p>4. Characters have a lot more hitpoints, they're designed to be hit more and survive.</p><p>5. A lot of monsters have been scaled down in challenge. Beholders for example are more of an annoyance now than a deadly enemy.</p><p>6. Other minor things such as find familiar being a ritual and having virtually no effect when the familiar dies, this means the party has access to a basically immortal scout (who is named Kenny, because yes, he does die a lot).</p><p></p><p>Don't get me wrong, my players still *feel* challenged. But I find it hard to really challenge them with death - bar sending them up against something WELL above their level of course.</p><p></p><p>In my 3rd edition game I ran yonks ago, if I wanted to kill a player outright, I could design an encounter within the boundaries of normal play that could do it - and I have done that very thing. 5e I find it MUCH more difficult.</p></blockquote><p></p>
[QUOTE="DaveDash, post: 6486283, member: 6786202"] 5E is a lot more 'soft' than 3rd and earlier editions at mid to high levels in my experience so far. I'm running a conversion of City of the Spider Queen, known to be so challenging it was sometimes 'hopeless'. In 5e, even using a lot of deadly encounters, my players are breezing through it compared to how it used to be. Why? 1. Lack of "Save or die" effects and traps. 2. Detect Magic as a ritual reveals a lot of traps. 3. Casters are much weaker, and this module is filled with them. 4. Characters have a lot more hitpoints, they're designed to be hit more and survive. 5. A lot of monsters have been scaled down in challenge. Beholders for example are more of an annoyance now than a deadly enemy. 6. Other minor things such as find familiar being a ritual and having virtually no effect when the familiar dies, this means the party has access to a basically immortal scout (who is named Kenny, because yes, he does die a lot). Don't get me wrong, my players still *feel* challenged. But I find it hard to really challenge them with death - bar sending them up against something WELL above their level of course. In my 3rd edition game I ran yonks ago, if I wanted to kill a player outright, I could design an encounter within the boundaries of normal play that could do it - and I have done that very thing. 5e I find it MUCH more difficult. [/QUOTE]
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