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General Tabletop Discussion
*Dungeons & Dragons
Lethality in 5e: what is your preference and how do you achieve it?
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<blockquote data-quote="SirAntoine" data-source="post: 6487208" data-attributes="member: 6731904"><p>These questions are important.</p><p></p><p>"How often should the game see a PC die?" The most direct answer, which I hope everyone can agree on, is whenever a PC gets killed. In other words, it's something you let happen, not something you set out to make happen. In seeking the right balance, you are asking a) how deadly should the challenges the PC's face be, and also b) how fragile should the PC's lives be? The DM should never try to kill PC's. D&D is not "DM vs. player". What is "the norm," you may ask? Well, that will vary by playstyle, but I'd say the norm is about a 10-15% chance of one PC dying in any full encounter. Each session will have 2-3 full encounters, so the chance of at least one PC dying each session is significant.</p><p> </p><p>"How often should a TPK happen?" Bear in mind that D&D is a game where the decisions of the players lead to any outcome, and players with different skill levels will often be able to survive a lot longer. Is there something wrong with a campaign that never sees a TPK? I would say of course not. Your players should be congratulated in some sense.</p><p></p><p>"How easy should it be to reverse death?" I think it should be pretty hard. Death should be a major consequence.</p><p></p><p>"How costly should it be to reverse death?" Having to undertake a quest for the person who restores the dead to life is probably better than a set fee, even if it's set high. As D&D players are most concerned about when they can return to adventure, raising someone from the dead maybe should require the subject to spend 1-2 weeks in bed before going back. That would help it be a major consequence when the PC's get high enough level to do it themselves, or so powerful they can even pay high costs or fulfill most quests very easily and timely.</p></blockquote><p></p>
[QUOTE="SirAntoine, post: 6487208, member: 6731904"] These questions are important. "How often should the game see a PC die?" The most direct answer, which I hope everyone can agree on, is whenever a PC gets killed. In other words, it's something you let happen, not something you set out to make happen. In seeking the right balance, you are asking a) how deadly should the challenges the PC's face be, and also b) how fragile should the PC's lives be? The DM should never try to kill PC's. D&D is not "DM vs. player". What is "the norm," you may ask? Well, that will vary by playstyle, but I'd say the norm is about a 10-15% chance of one PC dying in any full encounter. Each session will have 2-3 full encounters, so the chance of at least one PC dying each session is significant. "How often should a TPK happen?" Bear in mind that D&D is a game where the decisions of the players lead to any outcome, and players with different skill levels will often be able to survive a lot longer. Is there something wrong with a campaign that never sees a TPK? I would say of course not. Your players should be congratulated in some sense. "How easy should it be to reverse death?" I think it should be pretty hard. Death should be a major consequence. "How costly should it be to reverse death?" Having to undertake a quest for the person who restores the dead to life is probably better than a set fee, even if it's set high. As D&D players are most concerned about when they can return to adventure, raising someone from the dead maybe should require the subject to spend 1-2 weeks in bed before going back. That would help it be a major consequence when the PC's get high enough level to do it themselves, or so powerful they can even pay high costs or fulfill most quests very easily and timely. [/QUOTE]
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Lethality in 5e: what is your preference and how do you achieve it?
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