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Lethality in 5e: what is your preference and how do you achieve it?
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<blockquote data-quote="Mondas711" data-source="post: 6487988" data-attributes="member: 6788507"><p>I have 2 places that I DM. On Wed nights I DM Adventurer's League for the local game shop and I also DM a group at home when we get together. I'm sort of a math type of guy so I don't really like using house rules because I feel that the game was designed to be balanced and was playtested for quite a while before it was released. Also, in Adventurer's League I'm not really allowed to house rule because I have specific guidelines for PC death that have to be followed because it's an organized game. Both of my groups have players who are either inexperienced or have played for several years but only sparingly. They get nervous after a few hard hits and almost freak just from being unconsious. Strangely, most of them are very comfortable with the characters they are playing and are not poring over the rule books trying to decide what class/race they can do cool things playing next. As such, I will probably keep the lethality low at this point because I don't think my players need a high lethality game to achieve suspense. The availability of being brought back to life is standardized for Adventurer's League play and I really see no reason to change it in my home game either. Because it costs gold and the DM decides how much gold the characters receive I feel 1,250 gold is a number that can be worked with.</p><p></p><p>I've had killer DMs before that wrap their TPKs in the guise of "Well things just didn't work out well for you guys this time." They were usually smart enough that it took me several TPK to realize that maybe I wasn't the problem. If you are one of these DMs please make it clear to your players that in your campaign there is no little to no chance for survival as one slip up means it's off with your head. Make sure they want to play that style and that your not hiding your intentions because there is a limited number of players in your area. If they don't want to play that style, either step aside as DM or tell them to hit the door for their own sanity.</p><p></p><p>This is where I think 5th edition shines brightly over the other editions. In earlier editions, killer DMs could make TPK happen easily and say that they were just playing the encounter. Now I think if you have a killer DM on your hands, players will be able to tell easier because he will constantly use every choice to kill characters.</p></blockquote><p></p>
[QUOTE="Mondas711, post: 6487988, member: 6788507"] I have 2 places that I DM. On Wed nights I DM Adventurer's League for the local game shop and I also DM a group at home when we get together. I'm sort of a math type of guy so I don't really like using house rules because I feel that the game was designed to be balanced and was playtested for quite a while before it was released. Also, in Adventurer's League I'm not really allowed to house rule because I have specific guidelines for PC death that have to be followed because it's an organized game. Both of my groups have players who are either inexperienced or have played for several years but only sparingly. They get nervous after a few hard hits and almost freak just from being unconsious. Strangely, most of them are very comfortable with the characters they are playing and are not poring over the rule books trying to decide what class/race they can do cool things playing next. As such, I will probably keep the lethality low at this point because I don't think my players need a high lethality game to achieve suspense. The availability of being brought back to life is standardized for Adventurer's League play and I really see no reason to change it in my home game either. Because it costs gold and the DM decides how much gold the characters receive I feel 1,250 gold is a number that can be worked with. I've had killer DMs before that wrap their TPKs in the guise of "Well things just didn't work out well for you guys this time." They were usually smart enough that it took me several TPK to realize that maybe I wasn't the problem. If you are one of these DMs please make it clear to your players that in your campaign there is no little to no chance for survival as one slip up means it's off with your head. Make sure they want to play that style and that your not hiding your intentions because there is a limited number of players in your area. If they don't want to play that style, either step aside as DM or tell them to hit the door for their own sanity. This is where I think 5th edition shines brightly over the other editions. In earlier editions, killer DMs could make TPK happen easily and say that they were just playing the encounter. Now I think if you have a killer DM on your hands, players will be able to tell easier because he will constantly use every choice to kill characters. [/QUOTE]
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Lethality in 5e: what is your preference and how do you achieve it?
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