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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: 9535046" data-attributes="member: 93670"><p>There's a few bits in that quoted post that are baseline disagreements significant enough to undermine other bits to the degree that they aren't really talking about the same thing. Going to touch on those without everything getting lost in a long pointless back & forth fisking. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>"Trivial" doesn't mean trivial to <em>these</em> PCs and that it will remain trivial forever. Take the kill rats in the tavern basement trope as an example.. it could be incredibly trivial to almost everyone in the tavern, except for the PCs, <em>but</em> it's level appropriate for this band of PCs being hired (and the example isn't finished). Maybe the PCs deal with the rats and they find some potentially concerning stuff they don't quite understand (because they are some flavor of new & inexperienced nobodies).... They could tell the quest giver and wipe their hands of the whole thing sure... but these n00bs want to be somebody important known for getting things done! Maybe they have an idea of what they could do to understand or unravel the found thing but they are newbies who can't afford it... Luckily someone else is willing to front them on the tools/equipment/training/services needed if the party is willing to go do this other level appropriate thing that they just can't be bothered to do themselves. Low and behold the PCs take care of the basement rats, deal with why there are displaced winter wolf cubs eyeing local livestock find the leaking stash of contraband used in evil rituals that made the rat problem a problem and OMG it's all related to that band of mercenaries secretly holed up in that broken down abandoned keep out in the forest. Toss in an adventure or three for the PCs to pass out their basic starting gear with fewer gaps or slight upgrades and you can really have quite a few low level adventures per level while doing a bunch of world building. None of that world building relies on mining PC back stories for contrived hooks everyone will forget in a few weeks & the PCs established ties along with a reputation fitting of a proven second and third level party of adventurers without even breaking up & mining the Red Brand hideout adventure to create multiple adventures.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9535046, member: 93670"] There's a few bits in that quoted post that are baseline disagreements significant enough to undermine other bits to the degree that they aren't really talking about the same thing. Going to touch on those without everything getting lost in a long pointless back & forth fisking. :) "Trivial" doesn't mean trivial to [I]these[/I] PCs and that it will remain trivial forever. Take the kill rats in the tavern basement trope as an example.. it could be incredibly trivial to almost everyone in the tavern, except for the PCs, [I]but[/I] it's level appropriate for this band of PCs being hired (and the example isn't finished). Maybe the PCs deal with the rats and they find some potentially concerning stuff they don't quite understand (because they are some flavor of new & inexperienced nobodies).... They could tell the quest giver and wipe their hands of the whole thing sure... but these n00bs want to be somebody important known for getting things done! Maybe they have an idea of what they could do to understand or unravel the found thing but they are newbies who can't afford it... Luckily someone else is willing to front them on the tools/equipment/training/services needed if the party is willing to go do this other level appropriate thing that they just can't be bothered to do themselves. Low and behold the PCs take care of the basement rats, deal with why there are displaced winter wolf cubs eyeing local livestock find the leaking stash of contraband used in evil rituals that made the rat problem a problem and OMG it's all related to that band of mercenaries secretly holed up in that broken down abandoned keep out in the forest. Toss in an adventure or three for the PCs to pass out their basic starting gear with fewer gaps or slight upgrades and you can really have quite a few low level adventures per level while doing a bunch of world building. None of that world building relies on mining PC back stories for contrived hooks everyone will forget in a few weeks & the PCs established ties along with a reputation fitting of a proven second and third level party of adventurers without even breaking up & mining the Red Brand hideout adventure to create multiple adventures. [/QUOTE]
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