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How Often Should a PC Die in D&D 5e?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9533459" data-attributes="member: 6790260"><p>Okay. Tetrasodium basically just straight-up accused me of ruining every game I ever touch, so I hope you can understand why I would be not exactly thrilled with the implications here.</p><p></p><p></p><p>For at least three of these DMs, it happened because they had had prior experience with a party that survived stuff they didn't expect them to survive, so they threw massively over-powered combats at us expecting no problems, only for it to blow up in their face. I specifically warned at least two of them (both people I actually knew in advance), both of them ignored me, and both games ended because of TPK (well, one ended because an all-but-one kill, but that did the same damage to the group dynamic.) I tried very hard to avoid this, but only ended up getting the short end of the stick as a result. (As in, with one of those games, after a <em>previous</em> level 1 near-TPK where we were only saved because the DM bent the rules and cured my character of mummy rot via NPC intervention, I cautioned that DM that they were throwing pretty strong fights at us for first-level characters, many of whom were played by first-time D&D players, and I was very courteously told I didn't know what I was talking about.)</p><p></p><p>Most of the others were simply because the incredibly swingy nature of damage and attacks at level 1 or 2 meant that characters were rolling death saves due to being hit by merely two attacks in a row. Because, y'know, the absolute <em>best</em> game design idea ever is to make your "few choices so new players can adjust well" levels also be the "literally taking two normal hits can put most characters into the Might Actually Die zone" levels.</p><p></p><p></p><p>I mean, luck doesn't really have <em>that</em> much to do with it. It would just be really nice if 5e DMs-in-general took less of a "I'm the DM, I call the shots, I know exactly what will always happen so there's no need to listen to feedback from my players" attitude. Which, yes, is <em>at least</em> passively cultivated by 5e's rules.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9533459, member: 6790260"] Okay. Tetrasodium basically just straight-up accused me of ruining every game I ever touch, so I hope you can understand why I would be not exactly thrilled with the implications here. For at least three of these DMs, it happened because they had had prior experience with a party that survived stuff they didn't expect them to survive, so they threw massively over-powered combats at us expecting no problems, only for it to blow up in their face. I specifically warned at least two of them (both people I actually knew in advance), both of them ignored me, and both games ended because of TPK (well, one ended because an all-but-one kill, but that did the same damage to the group dynamic.) I tried very hard to avoid this, but only ended up getting the short end of the stick as a result. (As in, with one of those games, after a [I]previous[/I] level 1 near-TPK where we were only saved because the DM bent the rules and cured my character of mummy rot via NPC intervention, I cautioned that DM that they were throwing pretty strong fights at us for first-level characters, many of whom were played by first-time D&D players, and I was very courteously told I didn't know what I was talking about.) Most of the others were simply because the incredibly swingy nature of damage and attacks at level 1 or 2 meant that characters were rolling death saves due to being hit by merely two attacks in a row. Because, y'know, the absolute [I]best[/I] game design idea ever is to make your "few choices so new players can adjust well" levels also be the "literally taking two normal hits can put most characters into the Might Actually Die zone" levels. I mean, luck doesn't really have [I]that[/I] much to do with it. It would just be really nice if 5e DMs-in-general took less of a "I'm the DM, I call the shots, I know exactly what will always happen so there's no need to listen to feedback from my players" attitude. Which, yes, is [I]at least[/I] passively cultivated by 5e's rules. [/QUOTE]
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