This is just my opinion, but the idea that 1st-level characters are horribly fragile should vanish. High-level characters select or are forced to confront more dangerous situations. Maybe if 1st-level PCs are attacking Tucker's Cave or the Evil Overlord's Castle they shouldn't last long, but I don't see why taking on the 1st-level Less-Than-Competent Kobolds is somehow more dangerous than mid-level heroes taking on mid-level challenges or high-level heroes taking on high-level challenges.
Sincere question: do we have any evidence that TTRPGs with somewhat weaker first level characters (relative to the monsters) suffer a drop off of new players sticking with the game?Still: that as you advance in level, facing greater and greater threats... that it gets _easier_ feels backwards.
I'd not have minded if D&D made both a nod to escalating stakes _and_ attracting new players by patching the whole "wow first level sucks" phenomenon. So it goes, though. It's certainly D&D-like not to do so.
I don't believe anyone has been tracking that closely for TTRPGs.Sincere question: do we have any evidence that TTRPGs with somewhat weaker first level characters (relative to the monsters) suffer a drop off of new players sticking with the game?
I don't believe anyone has been tracking that closely for TTRPGs.
Though, it is a fairly natural inference from any model where this is a totally plausible first session:
1) Spend a while making a character (modern game systems often take far too long to create a character)
2) Die before taking an action (surprise, high damage roll, crit, any number of things)
Certainly, video games which do actually track such data trend towards easing newbies into lethality or make lethal results require doing something stupid, rather than just being unlucky.
Personally, I don't think (1) and (2) above are particularly good characterizations of 5E, or that video game research can be applied straight up to the TTRPG market.I don't believe anyone has been tracking that closely for TTRPGs.
Though, it is a fairly natural inference from any model where this is a totally plausible first session:
1) Spend a while making a character (modern game systems often take far too long to create a character)
2) Die before taking an action (surprise, high damage roll, crit, any number of things)
Certainly, video games which do actually track such data trend towards easing newbies into lethality or make lethal results require doing something stupid, rather than just being unlucky.
My first PC 37 years ago pre-AD&D was a Magic User (I think that was the name of the class those days). He had one spell. Sleep.
There is nothing quite like introducing two new players to 5th Edition and having their pregenerated characters die in the surprise round of the 1st encounter without getting to take any actions.
No I will not start a campaign at 3rd level.
No I will not fudge numbers.
No I will not play monsters stupidly.
No I will not award Clerics with bonus actions to keep allies alive.
That is one thing I specifically asked. I asked for a higher starting hit point variant. ..was denied.