And if that becomes a problem, a Disjunction is a swift solution.
Not a thing in 5e, though nothing says a DM can't reintroduce it (using a prior edition as guidance).
And if that becomes a problem, a Disjunction is a swift solution.
Ah, Disjunction. The spells that reveals about a dozen gaping flaws in 3e design -- including its own presence.Not a thing in 5e, though nothing says a DM can't reintroduce it (using a prior edition as guidance).
:: If they all want to heroically die instead of only having one heroically die so the others can esacpe, that's up to them. EDIT to add: And even the one left behind as the slowest runner is still heroically dying...or so the Bards will say later, anyway.
To me, though, survival of the party - as in, that there's at least one survivor such that the same party/story/quest/etc. can continue - is more important than survival of any one character.
"So let me get this straight, you have already lost 13 folks to hazards on this quest? Where do I sign up?"It's really weird IMO to talk about 'the story continuing' with so much character churn. Okay, one guy lived this time, by next time what's the chances they and any sense of continuity will survive the next?
"And you're all continuing the quest where the last person in the group to had accepted it died six years ago? How? Oh. to shreds you say. How's his wife holding up? To shreds you say?""So let me get this straight, you have already lost 13 folks to hazards on this quest? Where do I sign up?"
So after 10 pages of people getting tripped in the semantics of incorrect gamer slang and the same "but CAN you retreat tho?" argument that's as old as usenet, we get to the actual issue.Maybe part of the problem I'm running into with my 5e group is that we have short sessions. I regularly run for 2-3 hours on a VTT, just to fit everyone's schedules on a weeknight (since weekends aren't possible). That means that if I follow the guidelines for how many encounters in a day I'm supposed to have (according to the RAW), it can take us 4+ sessions to get through a single adventuring day. That severely bogs down play. It spaces out story beats in the campaign. It creates a long time IRL to recharge your character's cool abilities.
So I prefer more intense, concentrated battles than the fights that don't really matter to the campaign overall. A pack of giant rats that can nibble off 10% of the party's HP and other resources is not satisfying because it ends up expending around 50% of the players' time for the weekly session (after you account for placing tokens, putting things on a battlegrid, rolling and ordering Initiative, and managing "cleanup" among the characters after the fight.)
If I were playing weekly for 4-5 hours a session like I did when I was a college student - then yeah, I could run that kind of game. Now, it's more of a chore of meaningless tasks. I'd rather get into the story, exploration, and encounters that challenge the players and their characters while doing the double duty of advancing the plot or enriching their discovery of the campaign world.
So I need something more like an average of 3 fights per day.
Games that focus on resource attrition aren't fun when our real life most precious resource (time) erodes more quickly than the characters' spells, torches, and hit points.
That's your choice, but expecting others to share it just because its what you think is reasonable, is not, in fact, reasonable.
With the, fairly large, caveat that not all ways will work for any given table of players, or even specific players at the table!What's cool about RPGs is that all ways are valid.
Ah, Disjunction. The spells that reveals about a dozen gaping flaws in 3e design -- including its own presence.