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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: 9561933" data-attributes="member: 29398"><p>Given that the common denominator in your various groups is you, you might want to look in the mo=irror on this one. <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>However, that doesn't mean that abstraction ethos needs to be exported to the rest of the game's design.</p><p></p><p>Fine. Better than fine, in fact. But they've no reason to complain if-when their characters get killed.</p><p></p><p>That's just it - the last 25 years of D&D design has, in some ways, sucked monkey turds.</p><p></p><p>Stop being threats, or merely become less of a threat?</p><p></p><p>That's the difference here. As an example, using something akin to 3e as the comparitor and rounding off any long-tail decimals, here's what I'd like to see. The <strong>first</strong> column is character or party level, the <strong>second</strong> is a party of that level's rough chance in percent to knock off a level-6-appropriate opponent in something like 3e, the <strong>third</strong> is closer to what I'd like to see:</p><p></p><p>1 - 0 - 5</p><p>2 - 0 - 15</p><p>3 - 0 - 30</p><p>4 - 5 - 55</p><p>5 - 75 - 70</p><p>6 - 95 - 85</p><p>7 - 100 - 90</p><p>8 - 100 - 95</p><p>9 - 100 - 99</p><p></p><p>The third-number sequence represents a much flatter power curve than WotC has ever given us.</p><p></p><p>In RAW 1e or in my system, if said PC had a giant-slayer sword and a lot of luck, sure. In 5e, I'd believe this only after I'd seen it - maybe.</p><p></p><p>My favourites are the traps where the trigger is here but the effect happens somewhere or sometime else entirely. <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>And my point is that "This is dangerous" can (and realistically will) encompass a huge great variety of situations and it's on the PCs/players to narrow it down from there by seeking further info before standing in.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9561933, member: 29398"] Given that the common denominator in your various groups is you, you might want to look in the mo=irror on this one. :) However, that doesn't mean that abstraction ethos needs to be exported to the rest of the game's design. Fine. Better than fine, in fact. But they've no reason to complain if-when their characters get killed. That's just it - the last 25 years of D&D design has, in some ways, sucked monkey turds. Stop being threats, or merely become less of a threat? That's the difference here. As an example, using something akin to 3e as the comparitor and rounding off any long-tail decimals, here's what I'd like to see. The [B]first[/B] column is character or party level, the [B]second[/B] is a party of that level's rough chance in percent to knock off a level-6-appropriate opponent in something like 3e, the [B]third[/B] is closer to what I'd like to see: 1 - 0 - 5 2 - 0 - 15 3 - 0 - 30 4 - 5 - 55 5 - 75 - 70 6 - 95 - 85 7 - 100 - 90 8 - 100 - 95 9 - 100 - 99 The third-number sequence represents a much flatter power curve than WotC has ever given us. In RAW 1e or in my system, if said PC had a giant-slayer sword and a lot of luck, sure. In 5e, I'd believe this only after I'd seen it - maybe. My favourites are the traps where the trigger is here but the effect happens somewhere or sometime else entirely. :) And my point is that "This is dangerous" can (and realistically will) encompass a huge great variety of situations and it's on the PCs/players to narrow it down from there by seeking further info before standing in. [/QUOTE]
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