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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: 9543646" data-attributes="member: 6790260"><p>The main reason to not do this is something the designers already also said outright: They saved things like subclass etc. (for most classes in 5.0; they unified this to all in 5.5e) for 3rd level because they wanted brand-new players to not need to make so many choice-points right away. Jumping to 3rd level completely breaks this, and actually makes it <em>worse</em>, by forcing three whole levels' worth of choices right at the start. The whole point of delayed subclasses was specifically to make it less onerous for new players! (Well, that and to address one of the weaknesses of <em>a la carte</em> multiclassing, namely, the problem of front-loaded classes.)</p><p></p><p></p><p>I had not considered this. That is legitimately another option. I still think that it leaves people like Lanefan, who want a really <em>really REALLY</em> slow levelling experience, high and dry, doing little or nothing to serve their interests directly. I very much prefer having rules--"modules" in the Next-ian sense--that actually DO what the players want, rather than DMs having to kludge together something from guesses and unguided intuition.</p><p></p><p>Just as, for example, I would like skill challenges to be an opt-in "module", and what I call "Skirmish" rules (things which abstract "minor" combats down to just a few rolls while still having the chance of meaningful resource costs, to capture some of that early-edition "every fight with two goblins <em>still matters</em>" feel), and a handful of other things besides. Having an <em>actual</em> pile of opt-in modules to tailor the experience, rather than trying to force absolutely everyone onto one track and then merely providing "advice" for how they can very slightly nudge or awkwardly drift that single track into something kinda-sorta like what they really wanted in the first place.</p><p></p><p></p><p>While higher levels do make it a lot less likely, you really need to get into the high single digits or even low doubles before it's truly impossible. But, certainly, this would also help.</p><p></p><p></p><p>I mean...if you actually included rules that helped customize that experience, I feel like that would both address the gap and significantly encourage the authors to write advice about how to customize it.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9543646, member: 6790260"] The main reason to not do this is something the designers already also said outright: They saved things like subclass etc. (for most classes in 5.0; they unified this to all in 5.5e) for 3rd level because they wanted brand-new players to not need to make so many choice-points right away. Jumping to 3rd level completely breaks this, and actually makes it [I]worse[/I], by forcing three whole levels' worth of choices right at the start. The whole point of delayed subclasses was specifically to make it less onerous for new players! (Well, that and to address one of the weaknesses of [I]a la carte[/I] multiclassing, namely, the problem of front-loaded classes.) I had not considered this. That is legitimately another option. I still think that it leaves people like Lanefan, who want a really [I]really REALLY[/I] slow levelling experience, high and dry, doing little or nothing to serve their interests directly. I very much prefer having rules--"modules" in the Next-ian sense--that actually DO what the players want, rather than DMs having to kludge together something from guesses and unguided intuition. Just as, for example, I would like skill challenges to be an opt-in "module", and what I call "Skirmish" rules (things which abstract "minor" combats down to just a few rolls while still having the chance of meaningful resource costs, to capture some of that early-edition "every fight with two goblins [I]still matters[/I]" feel), and a handful of other things besides. Having an [I]actual[/I] pile of opt-in modules to tailor the experience, rather than trying to force absolutely everyone onto one track and then merely providing "advice" for how they can very slightly nudge or awkwardly drift that single track into something kinda-sorta like what they really wanted in the first place. While higher levels do make it a lot less likely, you really need to get into the high single digits or even low doubles before it's truly impossible. But, certainly, this would also help. I mean...if you actually included rules that helped customize that experience, I feel like that would both address the gap and significantly encourage the authors to write advice about how to customize it. [/QUOTE]
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