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Lethality in 5e: what is your preference and how do you achieve it?
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<blockquote data-quote="Rhenny" data-source="post: 6487064" data-attributes="member: 18333"><p>I like how early levels are deadly and final, but as players grow attached to the PCs in the mid and upper levels I like the spectre of death to be omnipresent, but true death only occurring when PCs make horrible choices or suffer terribly bad luck (bad luck that is so epic the player laughs and gives in to it). In middle and upper levels, I do like to have magical ways to bring PCs back if the player decides that he or she wants to play the character. I don't mind having revivification, raise dead, resurrection, and the like, available in some form or another. I do like the idea of lingering wounds and more permanent scars or special quirks that manifest after recovering from a fatal wound.</p><p></p><p>As, DM, if I once in a while attack a PC when he or she goes down and add on some failed death saves, and the players realize that one round more without healing or one critical hit could spell death, I think that's enough even if nobody ever dies. Then, when someone dies, I like to make the entire situation so much a part of the story that the others roleplay the solution and seek help if they want to restore their comrade.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6487064, member: 18333"] I like how early levels are deadly and final, but as players grow attached to the PCs in the mid and upper levels I like the spectre of death to be omnipresent, but true death only occurring when PCs make horrible choices or suffer terribly bad luck (bad luck that is so epic the player laughs and gives in to it). In middle and upper levels, I do like to have magical ways to bring PCs back if the player decides that he or she wants to play the character. I don't mind having revivification, raise dead, resurrection, and the like, available in some form or another. I do like the idea of lingering wounds and more permanent scars or special quirks that manifest after recovering from a fatal wound. As, DM, if I once in a while attack a PC when he or she goes down and add on some failed death saves, and the players realize that one round more without healing or one critical hit could spell death, I think that's enough even if nobody ever dies. Then, when someone dies, I like to make the entire situation so much a part of the story that the others roleplay the solution and seek help if they want to restore their comrade. [/QUOTE]
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Lethality in 5e: what is your preference and how do you achieve it?
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