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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: 9548921" data-attributes="member: 6790260"><p>Anyone who is totally normal and mundane, nothing whatever exceptional about them, doesn't get to be interesting when interesting things happen. They <em>die</em>. That's...literally what the premise of the old-school approach is. Interesting things happen, and 80% or more of people <em>won't survive them</em>.</p><p></p><p></p><p>"Plot armor" is a low jab. I don't want "plot armor." </p><p></p><p>I just don't want there to be, again <em>only and specifically</em> random AND irrevocable AND permanent deaths. If a player plays stupid games, they'll win stupid prizes; that's not random, nor is a player deciding this is a good end in their eyes (even if that "good end" IS itself pointless and stupid etc., that's their prerogative).</p><p></p><p></p><p>You can still have a genuine chance to fail. Why on earth would you think that wasn't the case? Why is it <em>so many damn people</em> interpret "I don't want deaths that are all three of random AND permanent AND irrevocable" as "you never ever had any chance to fail, you were always guaranteed to succeed perfectly at everything you do no matter what"?</p><p></p><p>I have never, <strong><u><em>never</em></u></strong>, said that. I have never, not once, said anything even remotely <em>like</em> it. I have, repeatedly, said that I want genuine stakes and genuine issues. I just don't think <em>character death</em> is an interesting stake in most cases. I find it simultaneously boring and disheartening, which is really the worst of both worlds. I know many people don't see it that way. But death <em>is not</em> the only possible way someone can fail. If it were, then you would <em>have</em> to be okay with the 80%-90% death rates, because even if there's only a 1% chance to fail on any given roll, if you make that roll 300 times in a character's run, that character doesn't even have a 1-in-20 chance of surviving. Even if you only make it 200 times, survival rate is 13.4%, closer to 90% death rate than 80%.</p><p></p><p>So either you actually do agree with me that death isn't the only or even the most common failure we can consider, <em>or</em> there's something wrong with your claim that you aren't interested in high lethality games. Because I dunno about you, but I'd say I make <em>at least</em> 200 rolls over the course of, say, a year's worth of weekly sessions, where the chance of failure is higher than 1%. If death is the <em>only</em> failure state, that's not gonna work out so great!</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9548921, member: 6790260"] Anyone who is totally normal and mundane, nothing whatever exceptional about them, doesn't get to be interesting when interesting things happen. They [I]die[/I]. That's...literally what the premise of the old-school approach is. Interesting things happen, and 80% or more of people [I]won't survive them[/I]. "Plot armor" is a low jab. I don't want "plot armor." I just don't want there to be, again [I]only and specifically[/I] random AND irrevocable AND permanent deaths. If a player plays stupid games, they'll win stupid prizes; that's not random, nor is a player deciding this is a good end in their eyes (even if that "good end" IS itself pointless and stupid etc., that's their prerogative). You can still have a genuine chance to fail. Why on earth would you think that wasn't the case? Why is it [I]so many damn people[/I] interpret "I don't want deaths that are all three of random AND permanent AND irrevocable" as "you never ever had any chance to fail, you were always guaranteed to succeed perfectly at everything you do no matter what"? I have never, [B][U][I]never[/I][/U][/B], said that. I have never, not once, said anything even remotely [I]like[/I] it. I have, repeatedly, said that I want genuine stakes and genuine issues. I just don't think [I]character death[/I] is an interesting stake in most cases. I find it simultaneously boring and disheartening, which is really the worst of both worlds. I know many people don't see it that way. But death [I]is not[/I] the only possible way someone can fail. If it were, then you would [I]have[/I] to be okay with the 80%-90% death rates, because even if there's only a 1% chance to fail on any given roll, if you make that roll 300 times in a character's run, that character doesn't even have a 1-in-20 chance of surviving. Even if you only make it 200 times, survival rate is 13.4%, closer to 90% death rate than 80%. So either you actually do agree with me that death isn't the only or even the most common failure we can consider, [I]or[/I] there's something wrong with your claim that you aren't interested in high lethality games. Because I dunno about you, but I'd say I make [I]at least[/I] 200 rolls over the course of, say, a year's worth of weekly sessions, where the chance of failure is higher than 1%. If death is the [I]only[/I] failure state, that's not gonna work out so great! [/QUOTE]
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