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Lethality in 5e: what is your preference and how do you achieve it?
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<blockquote data-quote="delericho" data-source="post: 6488658" data-attributes="member: 22424"><p>Almost all of my campaigns end in one of three ways:</p><p></p><p>- A TPK will almost always end the campaign. I can recall only two cases where we've brought in "replacement heroes" to carry on the campaign, but those were very exceptional circumstances. Any unused material I have prepared just goes into my recycling folder, and likely gets repurposed later.</p><p></p><p>- Most campaigns start out with some notion of an "end point", and some rough idea of how long they'll run (in terms of time and level range). Once they get to a suitable end point (not necessarily the one envisaged), they'll naturally end.</p><p></p><p>- In some few cases I've found that a campaign really starts to lose steam after a while. Either players have had to drop out, or the enthusiasm starts to wane, or whatever. In these cases I'll look to build to a natural end point (ideally at the end of the current story arc). This tends to resolve the 'main' plot, but generally leaves some stuff unresolved - like a show that gets told it can finish the current season but isn't getting renewed.</p><p></p><p></p><p></p><p>Bearing in mind that my recent experience of this has been largely with 3e, which doesn't handle mixed-level groups terribly well, I've generally had replacement characters come in at the same level as the remainder of the group, and with equipment as per the WbL table (which is actually less than their peers will have).</p><p></p><p>I don't have enough experience with 5e to say whether I would stick with that policy, bring in new PCs at 1st level, or something else.</p></blockquote><p></p>
[QUOTE="delericho, post: 6488658, member: 22424"] Almost all of my campaigns end in one of three ways: - A TPK will almost always end the campaign. I can recall only two cases where we've brought in "replacement heroes" to carry on the campaign, but those were very exceptional circumstances. Any unused material I have prepared just goes into my recycling folder, and likely gets repurposed later. - Most campaigns start out with some notion of an "end point", and some rough idea of how long they'll run (in terms of time and level range). Once they get to a suitable end point (not necessarily the one envisaged), they'll naturally end. - In some few cases I've found that a campaign really starts to lose steam after a while. Either players have had to drop out, or the enthusiasm starts to wane, or whatever. In these cases I'll look to build to a natural end point (ideally at the end of the current story arc). This tends to resolve the 'main' plot, but generally leaves some stuff unresolved - like a show that gets told it can finish the current season but isn't getting renewed. Bearing in mind that my recent experience of this has been largely with 3e, which doesn't handle mixed-level groups terribly well, I've generally had replacement characters come in at the same level as the remainder of the group, and with equipment as per the WbL table (which is actually less than their peers will have). I don't have enough experience with 5e to say whether I would stick with that policy, bring in new PCs at 1st level, or something else. [/QUOTE]
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Lethality in 5e: what is your preference and how do you achieve it?
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