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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: 9543313" data-attributes="member: 6790260"><p>Don't make assumptions about me and my tastes.</p><p></p><p>For the record, I like <em>both</em> things, thank you very much. I want <em>both</em> of them in my experience. Moment-to-moment can be wonderful, but in isolation it can wear thin over time. Satisfying long-term story arcs are my real jam, that's truly what I love most, but even that loses some of its spice without a feeling of progression. Long-term story doesn't exist without the moments that make it up and the big changes that result from it; moment-to-moment dissolves like foam without a bigger structure in which those moments can cohere; progression and advancement has no weight, no value, if there isn't a context and a greater meaning behind them. I look for all three (though, again, the long-term story arcs with their delicious payoff are the part I love best).</p><p></p><p></p><p>Whereas I hold that it is part and parcel of the experience, no less nor more than several other important things.</p><p></p><p></p><p>Oh, no, it had everything to do with these DMs throwing whatever-they-felt-like at us. Hussar's Phandelver game was the first 5e game I had ever played that actually used a WotC-written adventure. To the best of my knowledge, every 5e DM I've had before this has been doing a home-grown campaign.</p><p></p><p>One DM split the party but kept throwing full-party-size threats at us. Another, his first group had punched above their weight in a couple combats, so he was convinced that all 5e characters regardless of level were nearly unkillable, and thus threw stuff at us that repeatedly overwhelmed us until it eventually produced a (near-)TPK. The third just liked big, bombastic fights, I guess, but the net result was a TPK before 3rd level.</p><p></p><p>Hussar's game was the first 5e game I've ever played where I actually managed to see level 5. Most of them fizzled out because players dropped out, so the campaign didn't last (this is pretty common with play-by-post games, though, so it's not really a knock against 5e in specific.) Of those that didn't fizzle out, the three above were the big flare-outs. And, before anyone gets all up in my grill about "strangers" and such? Two of the three campaign-ending meatgrinders above were run by people I consider friends. Both of whom I cautioned about starting at first level. Both of whom politely, but firmly, dismissed any feedback I offered on the subject. (Though I elected to stop giving such feedback after the second time a DM responded with barely-veiled hostility, of the "no, I'm not doing that, and you <em>will not</em> ask me about it again" variety.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9543313, member: 6790260"] Don't make assumptions about me and my tastes. For the record, I like [I]both[/I] things, thank you very much. I want [I]both[/I] of them in my experience. Moment-to-moment can be wonderful, but in isolation it can wear thin over time. Satisfying long-term story arcs are my real jam, that's truly what I love most, but even that loses some of its spice without a feeling of progression. Long-term story doesn't exist without the moments that make it up and the big changes that result from it; moment-to-moment dissolves like foam without a bigger structure in which those moments can cohere; progression and advancement has no weight, no value, if there isn't a context and a greater meaning behind them. I look for all three (though, again, the long-term story arcs with their delicious payoff are the part I love best). Whereas I hold that it is part and parcel of the experience, no less nor more than several other important things. Oh, no, it had everything to do with these DMs throwing whatever-they-felt-like at us. Hussar's Phandelver game was the first 5e game I had ever played that actually used a WotC-written adventure. To the best of my knowledge, every 5e DM I've had before this has been doing a home-grown campaign. One DM split the party but kept throwing full-party-size threats at us. Another, his first group had punched above their weight in a couple combats, so he was convinced that all 5e characters regardless of level were nearly unkillable, and thus threw stuff at us that repeatedly overwhelmed us until it eventually produced a (near-)TPK. The third just liked big, bombastic fights, I guess, but the net result was a TPK before 3rd level. Hussar's game was the first 5e game I've ever played where I actually managed to see level 5. Most of them fizzled out because players dropped out, so the campaign didn't last (this is pretty common with play-by-post games, though, so it's not really a knock against 5e in specific.) Of those that didn't fizzle out, the three above were the big flare-outs. And, before anyone gets all up in my grill about "strangers" and such? Two of the three campaign-ending meatgrinders above were run by people I consider friends. Both of whom I cautioned about starting at first level. Both of whom politely, but firmly, dismissed any feedback I offered on the subject. (Though I elected to stop giving such feedback after the second time a DM responded with barely-veiled hostility, of the "no, I'm not doing that, and you [I]will not[/I] ask me about it again" variety.) [/QUOTE]
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