Ralif Redhammer
Legend
I'll admit, I fell into this trap briefly at the beginning of 5e. I was so used to running a high-level 4e game, I became way too excited about actually being able to create a sense of danger and risk. It got rapidly un-fun for the players, and I learned the error of my ways. But the damage was done and I had to close that campaign down and start a new one.
A DM should enjoy seeing PCs sweat a little now and then, but enjoy seeing them triumph and get to be awesome more.
Hah, that's gruesome, but clever. My players never did anything like that (nor did they avail themselves of 10' poles!).
A DM should enjoy seeing PCs sweat a little now and then, but enjoy seeing them triumph and get to be awesome more.
It seems your DM has fallen into the trap that challenge/adversity=fun. If they stick to the standard adventuring day procedures and carefully limit when and where you get rests, this should be the optimal gaming experience of D&D and all things will iron itself out without any need for a discerning eye for balance.
No. That doesn't work and it never had.
Hah, that's gruesome, but clever. My players never did anything like that (nor did they avail themselves of 10' poles!).
We avoided blowing up the party by bringing pack mules into the dungeons.
A great # of mules have been burnt, crushed, chopped, exploded, dissolved, ambushed, vanished, & worse.
And even though the people I played those early games are long gone, mule bones occasionally turn up in dungeons I write.
One of these days I'll write one involving angry mule ghosts.....