Rune
Once A Fool
In what real-world venue is the death rate (among participants) over 5% per year? War, at least some wars; what else?
Plenty of real-world jobs require that you die a little every day.
In what real-world venue is the death rate (among participants) over 5% per year? War, at least some wars; what else?
I prefer a game where death is a real possibility, but smart play will usually avoid it. (There's always the dumb luck factor when you're using dice, though- sometimes you just roll a crit that does too much damage for the pc to survive.)
Since I run a sandbox, the pcs can choose their own difficulty to a great degree, so it's possible for a group to dial down the lethality by choosing easier challenges. This often results in slower accumulation of treasure and other rewards (e.g. political favors owed, land grants, etc).
I don't have a real "I want a pc to die every x sessions" approach and don't twist the dials very much. However, I don't dumb monsters down (though I try to play them as their stats indicate, so stupid monsters do act stupidly), and I don't fudge the dice (well, maybe once every 6-10 sessions I'll make a minor fudge, but it's extremely rare). I don't have a problem with pcs dying, or even with a TPK; I put the integrity of the milieu itself well ahead of any one pc's survival or 'story'.
Overall, in 5e so far, I've seen an average death rate of probably around 1 pc/session. This is still a low-level group, however, and there have been a number of... let's say suboptimal choices on the parts of the pcs (such as a 1st level pc with 4 hps remaining charging in at a pair of horrible monsters, one of which had already taken about 30 hp of damage and was still standing). Some sessions have been no-death, several have been one-death, and a couple included several-to-many-deaths. At least two or three pcs were killed by other pcs, too. Also, there was a stretch when part of the party fell into a slide trap in a dungeon that dropped them several levels, where about half of that part of the party died. The others emerged higher level.
I definitely prefer a more dangerous (not necessarily lethal) game. I use the following houserules to achieve it:Threads like this (http://www.enworld.org/forum/showthread.php?402623-How-do-you-kill-a-10th-level-character/page12) always confirm me that there is hardly a playstyle choice in a RPG that can cause more problems than lethality, if the different players have different preferences or expectations about it!
It seemed to me since the playtest that 5e is clearly more slanted towards low lethality. Perhaps this is the wanted result by the majority of gamers these days, but it's undeniable that others prefer a higher level of lethality, and at the same time 5e promised us high degrees of customizations, so it should be easy to change lethality as well.
In this thread I'd like to hear from everyone what are their typical preferences/expectations on questions such as "how often should the game see a PC die" but also "how often should a TPK happen", "how easy should it be to reverse death" or "how costly should it be to reverse death".
With that, I also want to know how do you achieve those expectations in 5e (in case it doesn't already match them for you), what do you change in the core rules to "dial" the different lethality parameters in your game?![]()
I prefer death to be less common, but also final.
I intend to achieve this in 5E by staying under level 9, and using the Lingering Injuries rules to replace extra damage on a critical hit.
If you do go with that, I highly recommend letting permanent injuries be healed with Lesser Restoration.hmm interesting I like this idea
sort of on topic, what I'd like to have seen in the DMG is an optional rule for permanent damage for when you did go into death saves. More flavor text than an actual modifier, but things like "jagged scar running the length of your face." or "noticeable limp" or something like that.
yeah that would be my concern - on crits - lots of injuries. I normally restrict injuries to zero hp or fail death save by 5 or more.If you do go with that, I highly recommend letting permanent injuries be healed with Lesser Restoration.
I prefer death to be less common, but also final.
I intend to achieve this in 5E by staying under level 9, and using the Lingering Injuries rules to replace extra damage on a critical hit.