D&D General How Often Should a PC Die in D&D 5e?

How Often Should PC Death Happen in a D&D 5e Campaign?

  • I prefer a game where a character death happens about once every 12-14 levels

    Votes: 0 0.0%

I don't even know how to answer that poll. I don't have a ratio of character deaths/level or something. There's luck, and there's player decisions, so death is always a possibility, but I plan games with the intent that the player characters should be able to survive.
The question is very poorly worded but I get what they're trying to ask. No one has a preferred amount of PC deaths, but most people probably do have some preference on how difficult the encounters are, which then determines how often the PCs end up happening to die.

I interpreted the question to be more like "if your 5e game is balanced to your preferred difficulty, how often do PCs end up dying". For me that tends to be around 1 PC death per level (combined across the party, not each PC).
 

log in or register to remove this ad

I don't even know how to answer that poll. I don't have a ratio of character deaths/level or something. There's luck, and there's player decisions, so death is always a possibility, but I plan games with the intent that the player characters should be able to survive.
This is in line with my thinking but again there are people who claim 5e is easy mode/not lethal enough (specifically talking about combat)... I was hoping this poll could help me get a feel for the level of lethality desired by those that make that complaint.
 

In the course of three 5e campaigns (one that went all the way to 20, one that's at 19, and one that's at 6) I've had one character perma-die--the player chose to leave, without hard feelings--and one character die (but was brought back quickly). I routinely have characters drop, and I dropped two 19th-level PCs last night, but while it might be relevant it's not the question asked.
 


I don't want any of the characters to die, but if they die... They die. Perhaps they can be brought back, perhaps not.

Maybe a better question would be how many average deaths in a campaign/level/whatever, not how many you want/think should occur?

How many do I want? Zero. How many happen? Probably two in a weekly two-year campaign, possibly more at low levels.
 



It happens when it happens. It doesn't need to happen, though.

As a game, there need to be stakes. Character survival is kind of the default, but you can have games where you're adventuring to gain money to save the farm, to increase standing, to regain lost honor. Life and death are not the only stakes to play for.

The last campaign ran 5-6 years, ran to an average of 11th level with 9th level hench. I think there were (My bespoke D&D goes to 12 levels, with Epic levels beyond that.) Roughly 20 players rotating in an out, about 10 long-term, with 6 making it to the end. Two players lasting through the whole campaign. I had about 5-6 deaths. All but one came back.
 

I voted no deaths during a campaign because I don't want any of my players characters to die. They are invested in their characters and I'm invested in letting their characters shine.

But, when I say no deaths I don't mean that the characters shouldn't die. Just that they shouldn't die permanently. I've killed multiple characters, but in 5e they have resources to come back. I like this for a heroic game.
 

I feel like "it depends on luck and choices!" is kind of a cop-out of an answer. Like, yes, of course, but luck is just statistics, so how many nat 1's or < 5's or < 10's need to happen to yeet a character from this mortal coil? And choices are just a question of genre - should the party be able to choose to single-handedly attack a well-defended fortress and expect to survive? What if it's a kobold warren? What if it's a giant steading? A dragon's hoard?

I have a different cop-out answer. ;-)

"Death." Does death mean drop to 0 hp? Does death mean fail 3 death saves and have to re-roll the character? What about resurrection - does it count as a "death" if it's something that can be reversed?

I think that for a "lethality is a real threat, but we also like to keep our characters" campaign, even with good choices, one party member should probably be dropping to 0 hp between each long rest (so maybe about 1/session). That's kind of a psychological definition - it helps a player "feel" like there's a real threat of death, because there's a dramatic state change (don't choose actions, roll death saves) and kind of a ticking time bomb. Even if a character can be easily brought back, the change in gameplay is typically enough to make them feel like something serious is happening. And it's OK if it just happens to one PC - the rest know death is on the table. That even making good choices isn't going to be enough to save you by itself (you still need the whole team, and you still need to be lucky).

But, at the same time, I think that actually losing a character should happen basically never. Not even 1/campaign. Still on the table, perhaps, if many things go wrong at the same time (I got swallowed by the purple worm and knocked unconscious and the party fled and couldn't recover my body), but it's not something that a player should ever really expect to happen to their character. Know there's a distant possibility of, yes, but never expect. And, again, it's a psychology thing - I want my players to be invested in their characters and the story and world they're in. That is harder to ramp up to if folks know their characters are disposable. Keeping the threat of the ultimate death in play stops players from treating this more like a story than a game, but basically keeping it at bay means that we can still enjoy the story in this game.

IMXP, when people talk about "difficulty," they're more talking about the former. And it's kind of a blend between character survivability and monster fragility (3 round encounters don't always feel "hard" to overcome in the way that a 10-round slog that goes back and forth can). I've never personally had much of a problem with difficulty in 5e. I run a Dark Souls inspired setting at the moment, and so getting the "this is a hard fight that could kill you if you're not skillful" vibe is something I try really hard to achieve, and achieve it pretty reliably with the Xanathar's encounter building rules. Damage is spikey enough that the party is actively choosing healing and defensive build options, because they're a little scared to go all-out with offense. This is chef's kiss. The reckless warrior or wasteful mage are not in genre, and would be pretty hard out in this game (though a clever party could make them work, I suppose).

Character death doesn't actually relate much to difficulty, I think. Character death tends to be more a genre choice. Where on the Storytelling <-> Gameplaying spectrum is your particular game? In stories, protagonists only die when there's a dang good reason. In games, death/failure is cheap and frequent and maybe kind of the fun. D&D 5e handles the middle of that spectrum pretty well, erring maybe a bit too hard on the Storytelling side. But it hits where I tend to prefer, which is a little more on the Storytelling side anyway. Not WITHOUT the game, just that the story gets to take the lead pretty often.
 

Remove ads

Top