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How many PCs have you had die?
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<blockquote data-quote="pming" data-source="post: 6856750" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>While that may be true enough, I don't think it's the norm. I should have mentioned that most of the "kills" in my campaigns tend to come in the form of TPK's (or "everyone but one character" dies)...so that probably inflates the numbers. When 5 characters die of at once, well, that's 5 dead PC's out of 40'ish...from one "bad encounter choice". And I've had multiple TPK's with 5e.</p><p></p><p>I suppose that "coddle" was a bit of a loaded word to use. What I mean is "CR appropriate encounters" being 'built' by the DM with regards to his PC's. I don't do that sort of "encounter building". I build the world, present it to the players, and they choose what to do. In a game...three sessions ago?...the players traveled 3 days through the forest towards the coast. They were in search of a "pirate cove" that had been 'abandoned' by pirates and other scallywags becuase of some mean-ass blue and red octopi that had taken up residence in the enterance to the sea caves. PC's finally arrive, take a row boat to the shore where they can see a big, wide, cave enterance. They hit the beach, go about 80' and are attacked by a group of "sandlings". Asses are kicked and the surviving 3 PC's high-tail it out of there back to the ship. Nope. Done. They go back to town and head off for something easier.</p><p></p><p>Now, if I was a "design encounters with CR vs. PC's" type of DM, they would have likely been able to 'win' and progress into the cave system. But, as I said, I don't do that. Anything that scares away pirates has got to be at least sort of dangerous, or have a reason why the pirates are giving up their hidden booty there (for now, anyway). In this case, about 8 to 10 of these Sandlings (CR 1); e.g., a <em>significant</em> danger to a group of 5 1st level PC's!</p><p></p><p>So...my DM'ing style (not "building encounters to fit the PC's"), and my preference to let the dice fall where they may (not 'fudge' if at all possible or ever during a game)...gives my campaigns a high mortality rate I guess. No matter...its fun and exciting every time, and that's what matters, right? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6856750, member: 45197"] Hiya! While that may be true enough, I don't think it's the norm. I should have mentioned that most of the "kills" in my campaigns tend to come in the form of TPK's (or "everyone but one character" dies)...so that probably inflates the numbers. When 5 characters die of at once, well, that's 5 dead PC's out of 40'ish...from one "bad encounter choice". And I've had multiple TPK's with 5e. I suppose that "coddle" was a bit of a loaded word to use. What I mean is "CR appropriate encounters" being 'built' by the DM with regards to his PC's. I don't do that sort of "encounter building". I build the world, present it to the players, and they choose what to do. In a game...three sessions ago?...the players traveled 3 days through the forest towards the coast. They were in search of a "pirate cove" that had been 'abandoned' by pirates and other scallywags becuase of some mean-ass blue and red octopi that had taken up residence in the enterance to the sea caves. PC's finally arrive, take a row boat to the shore where they can see a big, wide, cave enterance. They hit the beach, go about 80' and are attacked by a group of "sandlings". Asses are kicked and the surviving 3 PC's high-tail it out of there back to the ship. Nope. Done. They go back to town and head off for something easier. Now, if I was a "design encounters with CR vs. PC's" type of DM, they would have likely been able to 'win' and progress into the cave system. But, as I said, I don't do that. Anything that scares away pirates has got to be at least sort of dangerous, or have a reason why the pirates are giving up their hidden booty there (for now, anyway). In this case, about 8 to 10 of these Sandlings (CR 1); e.g., a [I]significant[/I] danger to a group of 5 1st level PC's! So...my DM'ing style (not "building encounters to fit the PC's"), and my preference to let the dice fall where they may (not 'fudge' if at all possible or ever during a game)...gives my campaigns a high mortality rate I guess. No matter...its fun and exciting every time, and that's what matters, right? :) ^_^ Paul L. Ming [/QUOTE]
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