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How Often Should a PC Die in D&D 5e?
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<blockquote data-quote="tetrasodium" data-source="post: 9533659" data-attributes="member: 93670"><p>Not sure how you got there from a post about how going back to town so a safe location can be used to take a rest where dangerous interruptions are unlikely but sure... Since older editions tend to get slammed for being more lethal with players, here's a quote from AD&D2e dmg pg104 on inescapable death.</p><p>[spoiler]</p><p>Inescapable Death</p><p> There are occasions when death is unavoidable, no matter</p><p>how many hit points a character has.</p><p> A character could be locked in a room with no exits, with a</p><p>50-ton ceiling descending to crush him. He could be trapped</p><p>in an escape-proof box filled with acid. These examples are</p><p>extreme (and extremely grisly), but they could happen in a</p><p>fantasy world.</p><p> As a general guideline, inescapable deaths should be</p><p>avoided—characters always should have some chance to</p><p>escape a hopeless situation, preferably by using common</p><p>sense and intelligence. This maintains the interest of the</p><p>players and helps them retain their trust in the DM.</p><p> However, if a situation of inescapable death occurs, the</p><p>character dies, and there is no need to play such a situa-</p><p>tion out round-by-round. Allow the player to attempt rea</p><p>sonable (and perhaps even truly heroic) methods of</p><p>escape. If these fail, simply inform the player of the demise</p><p>of his character. The doomed character is assumed to have</p><p>lost all hit points.</p><p>[/spoiler]</p><p></p><p></p><p>Feel like I mentioned older editions giving players a better sense of needing to take steps for self preservation... Seems only fair to mention that they also had a lot more advice than just the above section about fairness the other way around in the need for GM's to give players a chance to make use of those efforts in self preservation.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9533659, member: 93670"] Not sure how you got there from a post about how going back to town so a safe location can be used to take a rest where dangerous interruptions are unlikely but sure... Since older editions tend to get slammed for being more lethal with players, here's a quote from AD&D2e dmg pg104 on inescapable death. [spoiler] Inescapable Death There are occasions when death is unavoidable, no matter how many hit points a character has. A character could be locked in a room with no exits, with a 50-ton ceiling descending to crush him. He could be trapped in an escape-proof box filled with acid. These examples are extreme (and extremely grisly), but they could happen in a fantasy world. As a general guideline, inescapable deaths should be avoided—characters always should have some chance to escape a hopeless situation, preferably by using common sense and intelligence. This maintains the interest of the players and helps them retain their trust in the DM. However, if a situation of inescapable death occurs, the character dies, and there is no need to play such a situa- tion out round-by-round. Allow the player to attempt rea sonable (and perhaps even truly heroic) methods of escape. If these fail, simply inform the player of the demise of his character. The doomed character is assumed to have lost all hit points. [/spoiler] Feel like I mentioned older editions giving players a better sense of needing to take steps for self preservation... Seems only fair to mention that they also had a lot more advice than just the above section about fairness the other way around in the need for GM's to give players a chance to make use of those efforts in self preservation. [/QUOTE]
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