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<blockquote data-quote="Celebrim" data-source="post: 7632288" data-attributes="member: 4937"><p>Difficulty is always a matter of encounter design. All you have to do to make it easy to die is throw a party up against more than the 'expected' danger. And that's not particularly challenging. If you want to replicate the terror of being first level and maybe going down to a single hit in say 3e, you just throw a Ogre at the party with say a large sized two-handed sword, or throw a gargoyle at the party. Games like LotFP basically do that sort of thing. It's not that the game is challenging, it's that it just throws encounters at a party when they don't have the answers to the problems that they'll have at a higher level.</p><p></p><p>I don't claim to be a 5e expert, but I would generally expect the same sort of encounter design strategy to yield the same sort of 'challenge'.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7632288, member: 4937"] Difficulty is always a matter of encounter design. All you have to do to make it easy to die is throw a party up against more than the 'expected' danger. And that's not particularly challenging. If you want to replicate the terror of being first level and maybe going down to a single hit in say 3e, you just throw a Ogre at the party with say a large sized two-handed sword, or throw a gargoyle at the party. Games like LotFP basically do that sort of thing. It's not that the game is challenging, it's that it just throws encounters at a party when they don't have the answers to the problems that they'll have at a higher level. I don't claim to be a 5e expert, but I would generally expect the same sort of encounter design strategy to yield the same sort of 'challenge'. [/QUOTE]
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