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How Often Should a PC Die in D&D 5e?
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<blockquote data-quote="prabe" data-source="post: 9535057" data-attributes="member: 7016699"><p>My understanding is that "fisking" is taking a post apart more granularly than is useful, destroying context to make rebuttal easier. I don't think I've been doing that (apologies if I have) and I know you haven't (thank you).</p><p></p><p>I guess in my campaigns, things have tended to escalate such that the PCs mostly don't end up opposed by things well below their level (much--sometimes that fits the narrative and/or lets the players see how much more potent their characters are) or so far above it as to be guaranteed-lethal. Even the "inexperienced nobodies" have tended to ... be in the splatter zone when smelly brown stuff hit a local fan: I instigate hard to kick off a campaign, or if I have to bring a situation to the players (instead of the players going to it). They've pretty quickly established a reputation as people willing and able to handle stuff, and many if not all of my instigations have put (mostly) unnamed NPCs at risk.</p><p></p><p>I'm also pretty sure that 29 sessions in, in my most-recent campaign, the players haven't forgotten their backstories, or their backgrounds, or any established NPCs (whoever established them) that are still at least plausibly relevant. It helps that there's someone at the table who takes extensive notes and shares them with the table, so there's at least a reference for us all to use; and it helps that they're still (soonish) going to be returning to the starting city, so most of what they created before the campaign will still be present, if not necessarily super-relevant.</p></blockquote><p></p>
[QUOTE="prabe, post: 9535057, member: 7016699"] My understanding is that "fisking" is taking a post apart more granularly than is useful, destroying context to make rebuttal easier. I don't think I've been doing that (apologies if I have) and I know you haven't (thank you). I guess in my campaigns, things have tended to escalate such that the PCs mostly don't end up opposed by things well below their level (much--sometimes that fits the narrative and/or lets the players see how much more potent their characters are) or so far above it as to be guaranteed-lethal. Even the "inexperienced nobodies" have tended to ... be in the splatter zone when smelly brown stuff hit a local fan: I instigate hard to kick off a campaign, or if I have to bring a situation to the players (instead of the players going to it). They've pretty quickly established a reputation as people willing and able to handle stuff, and many if not all of my instigations have put (mostly) unnamed NPCs at risk. I'm also pretty sure that 29 sessions in, in my most-recent campaign, the players haven't forgotten their backstories, or their backgrounds, or any established NPCs (whoever established them) that are still at least plausibly relevant. It helps that there's someone at the table who takes extensive notes and shares them with the table, so there's at least a reference for us all to use; and it helps that they're still (soonish) going to be returning to the starting city, so most of what they created before the campaign will still be present, if not necessarily super-relevant. [/QUOTE]
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