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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: 9533602" data-attributes="member: 6790260"><p>Two points.</p><p></p><p> First, this was only how this specific DM ran it. Other DMs, it's mostly just been throwing Mega-Deadly fights at the party and being shocked that they are, in fact, deadly, especially when folks roll poorly.</p><p></p><p>Second, you highlighted two things, but they're completely different from one another. With the former, we killed the spiders that were at the temple, and thought (we felt reasonably) that we could take an hour to catch our breath and spend our meager HD to get back <em>some</em> health. And, as I would like to remind you, <em>the bandits were only the fourth fight of the entire campaign</em>, so we did not even have the barest glimmer of possibility of being able to say "oh, we should prepare for bandits." It was 100% out of the blue, with a DM who explicitly knew that most of the players (in fact, everyone other than me) were new to 5e and more than half of them were new to TTRPGs in general. The latter--the mummy rot thing--has nothing to do with DM adjudication, and everything to do with how mummy rot, the disease, works. Mummy rot prevents you from regaining HP, and causes you to lose 10 max HP every 24 hours after you're cursed with it. If your max HP becomes 0 due to this effect, <em>it causes instant death</em>, and your body cannot be resurrected because it turns to dust. So it literally was the case that if we'd taken a long rest, my character <em>would just die</em>, because <em>remove curse</em> is a 3rd level spell and we were literally still level 1.</p><p></p><p></p><p>There was no "ignoring risk" involved in any of these campaigns. The (near-)TPKs happened so quickly, nobody had time to even discover what was safe or unsafe before we got utterly destroyed.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9533602, member: 6790260"] Two points. First, this was only how this specific DM ran it. Other DMs, it's mostly just been throwing Mega-Deadly fights at the party and being shocked that they are, in fact, deadly, especially when folks roll poorly. Second, you highlighted two things, but they're completely different from one another. With the former, we killed the spiders that were at the temple, and thought (we felt reasonably) that we could take an hour to catch our breath and spend our meager HD to get back [I]some[/I] health. And, as I would like to remind you, [I]the bandits were only the fourth fight of the entire campaign[/I], so we did not even have the barest glimmer of possibility of being able to say "oh, we should prepare for bandits." It was 100% out of the blue, with a DM who explicitly knew that most of the players (in fact, everyone other than me) were new to 5e and more than half of them were new to TTRPGs in general. The latter--the mummy rot thing--has nothing to do with DM adjudication, and everything to do with how mummy rot, the disease, works. Mummy rot prevents you from regaining HP, and causes you to lose 10 max HP every 24 hours after you're cursed with it. If your max HP becomes 0 due to this effect, [I]it causes instant death[/I], and your body cannot be resurrected because it turns to dust. So it literally was the case that if we'd taken a long rest, my character [I]would just die[/I], because [I]remove curse[/I] is a 3rd level spell and we were literally still level 1. There was no "ignoring risk" involved in any of these campaigns. The (near-)TPKs happened so quickly, nobody had time to even discover what was safe or unsafe before we got utterly destroyed. [/QUOTE]
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