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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: 9543633" data-attributes="member: 6790260"><p>The new default is one that actually meshes with one of the other design goals explicitly assigned to early levels: <em>introducing new players</em>. New players need to be able to make mistakes without fear of <em>failure</em>. Dead characters are always going to feel like failure to new players. Trying to make 1st level simultaneously serve as the gentle, measured introduction for brand-new players AND the gritty hard-as-nails meat-grinder that OSR fans adore is a <em>losing proposition</em> specifically because it will turn away vast numbers of new players.</p><p></p><p>As I said, I have personally seen multiple TPKs or near-TPKs, ones that resulted in failed campaigns and prospective players--players I consider friends, whom I <em>know</em> have an interest in character development and roleplay--leaving the game indefinitely, perhaps forever. I have <em>personally</em> seen this design choice result in turning away both plausibly major contributors <em>and</em> long-term customers, people whom I knew were interested in exploring both rules-systems and thematic concepts, people who liked thinking about characters and creating characters. (Specifically, they're friends I met through an entirely casual writing "competition" inspired by a famous webcomic; the only "prize" was getting to pick the theme for the next twice-monthly competition.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9543633, member: 6790260"] The new default is one that actually meshes with one of the other design goals explicitly assigned to early levels: [I]introducing new players[/I]. New players need to be able to make mistakes without fear of [I]failure[/I]. Dead characters are always going to feel like failure to new players. Trying to make 1st level simultaneously serve as the gentle, measured introduction for brand-new players AND the gritty hard-as-nails meat-grinder that OSR fans adore is a [I]losing proposition[/I] specifically because it will turn away vast numbers of new players. As I said, I have personally seen multiple TPKs or near-TPKs, ones that resulted in failed campaigns and prospective players--players I consider friends, whom I [I]know[/I] have an interest in character development and roleplay--leaving the game indefinitely, perhaps forever. I have [I]personally[/I] seen this design choice result in turning away both plausibly major contributors [I]and[/I] long-term customers, people whom I knew were interested in exploring both rules-systems and thematic concepts, people who liked thinking about characters and creating characters. (Specifically, they're friends I met through an entirely casual writing "competition" inspired by a famous webcomic; the only "prize" was getting to pick the theme for the next twice-monthly competition.) [/QUOTE]
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How Often Should a PC Die in D&D 5e?
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