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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How Often Should a PC Die in D&D 5e?
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="Guest 7037866" data-source="post: 9526548"><p> <ul> <li data-xf-list-type="ul">Overnight full healing</li> <li data-xf-list-type="ul">Encounter design with "easy and medium" levels. The standard 6-8 encounter per adventuring day is based on the premise these are medium or hard encounter</li> <li data-xf-list-type="ul">(related to the last) Encounter design not based on the game world narrative concerning difficulty</li> <li data-xf-list-type="ul">Bloated ability modifiers (thanks for that one 3E...) making attacks and defense better for PCs (65% hit rate instead of 35-40%).</li> <li data-xf-list-type="ul">The made saves worse in some ways, as the numbers dont' get "as good" as in AD&D, but repeated saves is so easy mode</li> <li data-xf-list-type="ul">The above "countered" by bloated HP but yet damage not keeping up with it.</li> <li data-xf-list-type="ul">Higher hit dice for Wizards (magic-users) and Rogues (thieves)</li> <li data-xf-list-type="ul">No save or die effect</li> <li data-xf-list-type="ul">No level draining</li> <li data-xf-list-type="ul">3rd level <em>revivify</em> spell to keep PCs from death in combat 9 times out of 10</li> <li data-xf-list-type="ul">No chance of revival or raise failure</li> <li data-xf-list-type="ul">Fast level progression through tier 1 to increase survival chances</li> <li data-xf-list-type="ul">Over-abundance of features to make attacks magical, basically nullifying resistance to non-magic attacks</li> <li data-xf-list-type="ul">Those resistances to non-magic attacks being resistance instead of immunity</li> <li data-xf-list-type="ul">Ease of access to wizard spells, no chance of spell failure or having to find desired spells or research them</li> <li data-xf-list-type="ul">Additional action economy via bonus actions and reactions, effectively allowing PCs to do two or three things in a round instead of just one thing</li> <li data-xf-list-type="ul">and so on...</li> </ul><p>Now, every one of these can of course be house-ruled or challenged by a DM who wants to keep the game more lethal (such as myself), but RAW by design the game is just less lethal and in easy mode if you run it as intended (6-8 encounters of medium to hard per adventuring day, for example).</p><p></p><p>Finally, as I have posted in other threads, there is the "shift" towards character-driven stories, which makes it so groups feel like the PC is the hero and shouldn't die--because the hero can't die! What kind of story is that!?</p><p></p><p>[ATTACH=full]388341[/ATTACH]</p></blockquote><p></p>
[QUOTE="Guest 7037866, post: 9526548"] [LIST] [*]Overnight full healing [*]Encounter design with "easy and medium" levels. The standard 6-8 encounter per adventuring day is based on the premise these are medium or hard encounter [*](related to the last) Encounter design not based on the game world narrative concerning difficulty [*]Bloated ability modifiers (thanks for that one 3E...) making attacks and defense better for PCs (65% hit rate instead of 35-40%). [*]The made saves worse in some ways, as the numbers dont' get "as good" as in AD&D, but repeated saves is so easy mode [*]The above "countered" by bloated HP but yet damage not keeping up with it. [*]Higher hit dice for Wizards (magic-users) and Rogues (thieves) [*]No save or die effect [*]No level draining [*]3rd level [I]revivify[/I] spell to keep PCs from death in combat 9 times out of 10 [*]No chance of revival or raise failure [*]Fast level progression through tier 1 to increase survival chances [*]Over-abundance of features to make attacks magical, basically nullifying resistance to non-magic attacks [*]Those resistances to non-magic attacks being resistance instead of immunity [*]Ease of access to wizard spells, no chance of spell failure or having to find desired spells or research them [*]Additional action economy via bonus actions and reactions, effectively allowing PCs to do two or three things in a round instead of just one thing [*]and so on... [/LIST] Now, every one of these can of course be house-ruled or challenged by a DM who wants to keep the game more lethal (such as myself), but RAW by design the game is just less lethal and in easy mode if you run it as intended (6-8 encounters of medium to hard per adventuring day, for example). Finally, as I have posted in other threads, there is the "shift" towards character-driven stories, which makes it so groups feel like the PC is the hero and shouldn't die--because the hero can't die! What kind of story is that!? [ATTACH type="full" alt="You-read-that-wrong.gif"]388341[/ATTACH] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How Often Should a PC Die in D&D 5e?
Top