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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: 9543248" data-attributes="member: 6790260"><p>The original thing I replied to specifically spoke of someone talking about how much fun a class <em>would be</em> once you reach level 7.</p><p></p><p>You are speaking of a completely different kind of person, and thus <em>of course</em> I wasn't talking about that.</p><p></p><p></p><p>That's great for you. A lot of people--I would argue <em>most</em> people--do not find such a glacially slow pace of levelling particularly fun. I, personally, have found such glacially-slow level pace to be extremely boring, nigh-infinitely frustrating, and directly causative of at least three distinct TPKs or "only one single person survived" situations. All three of which immediately led to the death of the campaign in question.</p><p></p><p></p><p>Awesome! I would never want to play at your table, but I'm glad you've found stuff you like. Personally, I would very much prefer that the game actually include "Novice Level" rules, so that you can have your nigh-infinitely-spooled-out "zero-to-slightly-more-than-zero" experience, without forcing <em>me</em> to be trapped in that experience for months or <em>years</em> on end. With well-crafted, front-and-center "Novice Level" rules, you could have an experience actually <em>designed</em> to do what you want, for just about as long as you could possibly want (especially if it includes 13A-style "incremental advance" rules)...and nobody who <em>doesn't</em> want that experience ever has to touch it. Literally a win for everyone involved except the initial design team, who would have slightly more design workload, something I'm quite okay with.</p><p></p><p></p><p>In my experience, well over 95% of all DMs refuse to ever start at anything other than level 1. Because it's level 1. 1 is where you <em>start</em>. It's the first number. That's what 1st <em>means</em>. It's first. So you should always start at 1st level. Fragile characters? Nahhh, everything will be <em>fiiiiine</em>, they assure me. (Oops, TPK. <em>Again.</em>) Inability to address common problems? JUST BE <em>CLEVER</em>, 4HEAD! Hoping to actually see some of the stronger spells or magic items or monsters or allies? No no no, you haven't <em>earned</em> that yet!!! JUST WAIT ANOTHER <em>THREE YEARS</em>.</p><p></p><p>I have beaten my head against this wall so many times, I've got scars on top of scars on top of scars. It never, <em>ever</em> changes, and for folks like me who feel absolutely <em>trapped</em> by this low-level experience and are DESPERATE to get out, it's hard to communicate exactly how infuriated I am by all this--and how much it makes me loathe playing 5e in most cases.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9543248, member: 6790260"] The original thing I replied to specifically spoke of someone talking about how much fun a class [I]would be[/I] once you reach level 7. You are speaking of a completely different kind of person, and thus [I]of course[/I] I wasn't talking about that. That's great for you. A lot of people--I would argue [I]most[/I] people--do not find such a glacially slow pace of levelling particularly fun. I, personally, have found such glacially-slow level pace to be extremely boring, nigh-infinitely frustrating, and directly causative of at least three distinct TPKs or "only one single person survived" situations. All three of which immediately led to the death of the campaign in question. Awesome! I would never want to play at your table, but I'm glad you've found stuff you like. Personally, I would very much prefer that the game actually include "Novice Level" rules, so that you can have your nigh-infinitely-spooled-out "zero-to-slightly-more-than-zero" experience, without forcing [I]me[/I] to be trapped in that experience for months or [I]years[/I] on end. With well-crafted, front-and-center "Novice Level" rules, you could have an experience actually [I]designed[/I] to do what you want, for just about as long as you could possibly want (especially if it includes 13A-style "incremental advance" rules)...and nobody who [I]doesn't[/I] want that experience ever has to touch it. Literally a win for everyone involved except the initial design team, who would have slightly more design workload, something I'm quite okay with. In my experience, well over 95% of all DMs refuse to ever start at anything other than level 1. Because it's level 1. 1 is where you [I]start[/I]. It's the first number. That's what 1st [I]means[/I]. It's first. So you should always start at 1st level. Fragile characters? Nahhh, everything will be [I]fiiiiine[/I], they assure me. (Oops, TPK. [I]Again.[/I]) Inability to address common problems? JUST BE [I]CLEVER[/I], 4HEAD! Hoping to actually see some of the stronger spells or magic items or monsters or allies? No no no, you haven't [I]earned[/I] that yet!!! JUST WAIT ANOTHER [I]THREE YEARS[/I]. I have beaten my head against this wall so many times, I've got scars on top of scars on top of scars. It never, [I]ever[/I] changes, and for folks like me who feel absolutely [I]trapped[/I] by this low-level experience and are DESPERATE to get out, it's hard to communicate exactly how infuriated I am by all this--and how much it makes me loathe playing 5e in most cases. [/QUOTE]
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