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How Often Should a PC Die in D&D 5e?
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<blockquote data-quote="Lanefan" data-source="post: 9544739" data-attributes="member: 29398"><p>The only argument you'll get from me will boil down to "DM says", because, well, DM says. I design the game and setting very close to what I'd want to play in if given the chance.</p><p></p><p>Can't accept my setting limitations? Fine. Then maybe this ain't the game for you, thanks for your interest.</p><p></p><p>The bolded is precisely why I often use Wisdom as the dump stat when rolling up non-Cleric characters. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It's also part of why, IMO, Clerics have historically been considered boring to play: they're expected to most often do the wise (i.e. boring) thing.</p><p></p><p>I'm honestly not sure how that could be done, given that risk-no risk and excitement-boredom are on two sliding scales where movement on one almost invariably causes roughly equal and opposite movement on the other.</p><p></p><p>Agreed; though ideally one tries to draft the less-frustrating players from the selection pool. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'm anti-fudging also, but this might be a one-time exception. That said, if DW ties your hands here then so much for that idea.</p><p></p><p>The pecunary calculus usually runs in favour of trying to keep people alive if the option exists, mostly because if you let someone die and have to abandon the corpse you're not only losing the dead character's own wealth and items, you're also losing that character's future help in acquiring more for all of you because your strength-of-numbers just got weakened.</p><p></p><p>But if it's becoming obvious the party's in a losing situation and that staying stood in is going to lead to a TPK, it's time to cut the losses and bail out: it's better to lose one or two and carry on than it is to lose all five of you. "He who fights and runs away lives to fight another day", isn't that how it goes?</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9544739, member: 29398"] The only argument you'll get from me will boil down to "DM says", because, well, DM says. I design the game and setting very close to what I'd want to play in if given the chance. Can't accept my setting limitations? Fine. Then maybe this ain't the game for you, thanks for your interest. The bolded is precisely why I often use Wisdom as the dump stat when rolling up non-Cleric characters. :) It's also part of why, IMO, Clerics have historically been considered boring to play: they're expected to most often do the wise (i.e. boring) thing. I'm honestly not sure how that could be done, given that risk-no risk and excitement-boredom are on two sliding scales where movement on one almost invariably causes roughly equal and opposite movement on the other. Agreed; though ideally one tries to draft the less-frustrating players from the selection pool. :) I'm anti-fudging also, but this might be a one-time exception. That said, if DW ties your hands here then so much for that idea. The pecunary calculus usually runs in favour of trying to keep people alive if the option exists, mostly because if you let someone die and have to abandon the corpse you're not only losing the dead character's own wealth and items, you're also losing that character's future help in acquiring more for all of you because your strength-of-numbers just got weakened. But if it's becoming obvious the party's in a losing situation and that staying stood in is going to lead to a TPK, it's time to cut the losses and bail out: it's better to lose one or two and carry on than it is to lose all five of you. "He who fights and runs away lives to fight another day", isn't that how it goes? [/QUOTE]
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