Session to Death Ratio

How Many Sessions per Each PC Death?

  • None: PCs generally do not die IMC.

    Votes: 20 18.9%
  • Every 15-20 sessions.

    Votes: 32 30.2%
  • Every 10-15 sessions

    Votes: 22 20.8%
  • Every 5 -10 sessions.

    Votes: 17 16.0%
  • Every 1-5 sessions.

    Votes: 14 13.2%
  • 0: Multiple deaths per session, every session. Die, PC, die!

    Votes: 1 0.9%


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Well, we don't track how many pc deaths occur that are immediately followed by a resurrection, but I'm pretty sure we're up to at least one death per session on average for quite a while.

This is in a 3e campaign with an effective party level of about 15.
 

I went with 10-15 sessions (discounting any one-shot games) but it was difficult to be certain for two reasons.

The first reason being that I've never bothered trying to keep track of the frequency of character death.

The second and probably being more important is a matter of time between sessions. My group only meets every other Saturday. Furthermore there are three different GM's where we rotate campaigns for two sessions at a time (for close to two years now, for three years prior to that I was the only GM).

It seems(IIRC), when I was the sole GM for the group, there was a pc death (or multiple deaths, typically per session) roughly every three to four months worth of sessions. My campaign has only resulted in one TPK over the last five years.

For what it's worth, I run a grim and gritty style game where pc death is an occasional occurance (and the threat thereof much more probable). Part of my style incorporates a wound/vitality system such that creatures are out cold from shock sooner than dying outright or entering a death spiral type of condition (often, pc death's are the result of any party healer(s) being out themselves).

The biggest cause of pc death's are a result of the players pushing onwards when they know their character(s) are in a weakened state. Frequently it is the same players whose characters are the one to die (a fair indication of their play style) as my players know up-front that I won't pull any punches.
 

Most of the campaigns I run aren't D&D, and death is fairly rare (because the games have mechanics that give, or the specific types of characters have, longevity).

In D&D, characters died, but mostly when they had access to spells that made that a temporary inconvenience. The only permanent death was voluntary -- the player wanted to switch characters. So I never bothered keeping track of how often they died.

There was one PC that died twice, in one fight. :)
 

I voted once every 10-15 sessions. And that seems more or less appropriate. But on the other hand, PC deaths are usually avoidable. The PC who dies usually does so because he makes a foolish (sometimes intentional) mistake. I try to run the game in a manner that minimizes death due to sheer dumb luck. I feel like character death should be instructive, i.e. you died because you made a mistake, a mistake you will know better than to repeat next time. I don't like the Candyland approach; you draw a random card and you get stuck in the molasses swamp. I prefer the Risk approach; luck is a factor, but you stand a better chance of winning if you have more armies than the other guy.
 

It depends on the player and what the players do that session. Some players lose characters frequently at the beginning and then level out with one 'till the end. Others are luckier or smarter (mostly smarter) and lose their character only a few times. Most get a few levels and then keep that one for then after, just bringing 'em back from the dead with another PC and then setting aside the back up.

Actually, it's different for everyone. It really depends on what individual players are looking for, how hard they want to make it for themselves, how quick they are to pick up on things, their whole point for playing. It's different for everyone. ...So the death rate for the campaign is different by person and by span picked out.
 

Edition does matter for this poll. When I run pre-4e games, my ratio is about 1 death : 3 sessions (I'm guessing).

But I'm voting per my current edition, which is 4e.

In my campaign in 4e, we've had 5 deaths total... in 84 games.

The lion's share of those were in a party with 2 or 3 leaders at a time though... since I started my new group, 3 of the 5 deaths have occurred, and it has only been running for less than half as many sessions as the O.G. group (20 so far).

I ran a 4e pickup game too, with about 5 sessions and about 6 deaths (but many caused by another pc).

Add to that the D&D Encounters stuff- I have run 3 weeks of it and killed 2 pcs.

So, for 4e, in 92 sessions I have 13 deaths, or roughly 1 death : 7 sessions.

Ideal for me is about 1 death : 3.5 sessions, I think.
 

Not only does edition matter - system matters - as do assumed House Rules.

Default D&D assumes Raise Dead is available. Nevertheless, as we know from many prior threads, many DMs do not allow it.

Other systems do not allow it either by reason of the genre - or under the Rules - or make it less available.

The availability of raise dead/resurrection has a significant impact upon the number of fatalities in a campaign. Which leads us back into pulling punches or the DM going all out against the PCs, etc..
 

It seems to have become more common in later editions for me; Also, death seems more common at 1st level or over 10th level. Between 2nd-9th level, body count seems fairly low.

In my 1E games, I only remember two deaths - mainly because both occured from intra-party conflict.

I don't remember but one death back in my 2E days (the party also got trounced by slavelords, but since that was scripted, I don't count it).

Definitely more in 3E (I never bothered to track spans, though). Some 5-odd deaths since the release of 3E to now.

The only 4E game I ran to completion ended in a TPK at Irontooth and again at Kalarel. It ran about 4 sessions if I remember right. In the other 4E games I've played in (which only lasted to about 3rd level), I don't remember any PC deaths.

Then there's oddballs - we had one player in 1E who couldn't seem to keep a character alive for more than 2 sessions before he'd do something utterly foolish (often at the manipulating urges of other party members) that got him killed.
 

Default D&D assumes Raise Dead is available. Nevertheless, as we know from many prior threads, many DMs do not allow it.

As a side note, it's been my experience that most players don't like to use Raise Dead to revive dead PCs (unless they are in the middle of nowhere) and prefer to just make new characters to replace the deceased. The primary drive seems to be that a new character allows them to try out a new concept they've been itching to try out.

I've even had one player refuse a Raise Dead as "cheesy".
 

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