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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: 9549646" data-attributes="member: 29398"><p>See, that's the difference - with a cake, the whole point is the finished product; the tedious work that goes into making it is just a means to that end. With a character, in theory there's no equivalent to a "finished product" - the character is always evolving and ideally the game has no pre-set end point - and thus the whole point is the process, the day-to-day in-the-moment play that eventually adds up to something more, be it for the character or the party as a whole.</p><p></p><p>That's entirely your own choice, and IMO if that character enters play one hour and perma-dies the next you've no-one else to blame for the loss of those hours spent back-story writing other than yourself. Risk-reward - you've taken the risk of doing all that work in hopes of getting the reward of seeing it inform your long-term play of the character.</p><p></p><p>Corollary risk, if you didn't consult with your DM first, is that some or all of what you've written might get vetoed.</p><p></p><p>Go ahead and think about this stuff, sure, but don't commit it to paper until the character's shown it's going to last a while.</p><p></p><p>Maybe I'm jaded after having lost so many of 'em, but I do try (and usually but not always succeed) to keep player and character compartmentalized and separate. The player side of things says "Meh, it's just a game, and this time I lost - again" while the character side holds the thoughts and feelings of whatever character(s) I'm playing at the time.</p><p></p><p>And even if I'm not confident on a character's survivability I do what I can to give it a distinctive personality and characterization right away in its first session in order to make it entertaining and-or memorable; that way if it does turn out to be a shooting star at least it did its bit for the fun of the group while it lasted. <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></blockquote><p></p>
[QUOTE="Lanefan, post: 9549646, member: 29398"] See, that's the difference - with a cake, the whole point is the finished product; the tedious work that goes into making it is just a means to that end. With a character, in theory there's no equivalent to a "finished product" - the character is always evolving and ideally the game has no pre-set end point - and thus the whole point is the process, the day-to-day in-the-moment play that eventually adds up to something more, be it for the character or the party as a whole. That's entirely your own choice, and IMO if that character enters play one hour and perma-dies the next you've no-one else to blame for the loss of those hours spent back-story writing other than yourself. Risk-reward - you've taken the risk of doing all that work in hopes of getting the reward of seeing it inform your long-term play of the character. Corollary risk, if you didn't consult with your DM first, is that some or all of what you've written might get vetoed. Go ahead and think about this stuff, sure, but don't commit it to paper until the character's shown it's going to last a while. Maybe I'm jaded after having lost so many of 'em, but I do try (and usually but not always succeed) to keep player and character compartmentalized and separate. The player side of things says "Meh, it's just a game, and this time I lost - again" while the character side holds the thoughts and feelings of whatever character(s) I'm playing at the time. And even if I'm not confident on a character's survivability I do what I can to give it a distinctive personality and characterization right away in its first session in order to make it entertaining and-or memorable; that way if it does turn out to be a shooting star at least it did its bit for the fun of the group while it lasted. :) [/QUOTE]
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