The ethics of ... death

Superman's a wizard. Batman's a rogue.
It was partly a reference to the title of the 3e guide to wizard optimisation, Being Batman: the Logic Ninja's Guide to Wizards; and partly a way of saying that in D&D the Vancian casters come closer to the 'beat anyone or anything, given time to prepare' ability that Batman is quite often portrayed as possessing in modern comics.

I think it comes from Grant Morrison's run in JLA, and was an attempt to present a version of Batman that would be competitive with the likes of Superman and Green Lantern.
 

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It was partly a reference to the title of the 3e guide to wizard optimisation, Being Batman: the Logic Ninja's Guide to Wizards; and partly a way of saying that in D&D the Vancian casters come closer to the 'beat anyone or anything, given time to prepare' ability that Batman is quite often portrayed as possessing in modern comics.
I know all that. However, every time I hear people talk about this dynamic, I think of the climax of The Dark Knight Returns (graphic novel), where Superman and Batman fight to the death, and despite Superman's godly powers (see "god wizard"), Batman comes up with a way to survive.
 

Now, same 8th level party faces a medusa. There is a pretty good chance that a PC will fail a saving throw and die. Much greater chance of death than facing that giant. So, shouldn't the medusa be worth a lot more xp? That's how xp values are calculated.

Monsters are never designed on the idea that "This monster should kill at least one PC in every encounter it's used". That's just very poor game design. Any monster based on this would automatically be rejected.

Yes, they should factor sod in xp. the potential damage output ina single round (including max damage via sod) is an important consideration and sometimes these things get overlooked. Of course they have to balance this against other considerations as well.

But that doesnt make sod a bad mechanic. A monster with a chance of killing a pc on a single roll is frightening and exciting. That is why the mechanic is there. It spooks players the way things like level drain do. Some folks do not like this, but that doesnt make it bad design. If your design goal is to have some monsters that are scary and can kill pcs on a single roll, I would say there is nothing objectively bad about it. I completely undertsand the view that some find it too lethal and too unpredictable. That is a valid concern. People will disagree based on their preference. But I am really not getting this whole "its objectively bad design". It is a tool. Just like HP are a tool and AC is a tool. The question is whether it belongs int he next edition of D&D. It may or may not. I just do not think SoD should be written off as bad design for all cases. It is a perfectly valid tool for designers to draw on when needed.
 

But that doesnt make sod a bad mechanic. A monster with a chance of killing a pc on a single roll is frightening and exciting. That is why the mechanic is there. It spooks players the way things like level drain do. Some folks do not like this, but that doesnt make it bad design. If your design goal is to have some monsters that are scary and can kill pcs on a single roll, I would say there is nothing objectively bad about it. I completely undertsand the view that some find it too lethal and too unpredictable. That is a valid concern. People will disagree based on their preference. But I am really not getting this whole "its objectively bad design". It is a tool. Just like HP are a tool and AC is a tool. The question is whether it belongs int he next edition of D&D. It may or may not. I just do not think SoD should be written off as bad design for all cases. It is a perfectly valid tool for designers to draw on when needed.

Moreover, if the local group doesn't like save or die effects, they don't need to use them or monsters with them. Medusas and banshees don't spontaneously appear in campaigns - GMs put them there. GMs are also free to tailor spell lists so that save or die spells aren't on them. Using any of them is always a matter of choice.
 

Haven't looked at their monsters very hard, but that definitely lowers my opinion of 5e.
5e monster design reminds me the most of 2e monster design with more predictable numbers and a level to help you judge what the power level of the monster is.
You've really changed the intent of that section. It's not worded nearly that strongly. Nothing says that your characters will die (because, as you know, they often won't). I mean, as far as I'm concerned, those pages of the DMG are total garbage and I never learned that part of the book very well, but even looking at now it's pretty clear that the writers at the time weren't very confident in it, and didn't want it to be taken too literally.
I do think that you are forcing your opinion on the text. I don't have the book in front of me, so I can't confirm exactly what you said, but there is a footnote at the bottom of the XP chart that talks about why the XP chart doesn't go below or above a certain level. I can't remember it's exact text, but the basic gist of it is "Encounters below a certain level don't use any resources from the PC and therefore aren't worth XP and encounters above a certain level are undefeatable and therefore no XP value was included. But that if they somehow managed to defeat an undefeatable monster, you should figure out the XP yourself."

It also includes the following recommendation on what monsters you should use in your game:
10% easy (EL lower than party level)
20% "easy if handled properly" (whatever that means...)
50% challenging (EL equals Average Party Level)
15% very difficult (EL 1-4 higher)
5% overwhelming (EL 5+ higher)

It explicitly calls anything EL 5 or higher than the average party level overwhelming(which is even harder than "very difficult").
And none of that stuff is on the SRD or part of open content either; I'd argue that anything that's not there isn't really part of the core of the game, especially given how many people (and companies) use the SRD as a primary resource.
Neither are Mind Flayers or Beholders.

The reason they AREN'T part of the SRD is the exact opposite reason. The XP chart for calculating XP was considered so intrinsic to playing and running D&D that WOTC felt if they left it out of the SRD, people would still buy the book and wouldn't be able to copy it precisely.

I mean, my D&D characters rarely look anything like what one would make from the original PHB. The game is about creating your own experience. The rules are suggestions; they're not inherent to the game like the rules of, say, basketball or chess. If you double dribble, or move a piece where it isn't allowed, that's breaking the rules. If I choose to play a game where Fireball does 2d6/level, I'm still playing D&D.
There's definitely some debate about this. It's commonly accepted that house ruling is fine in D&D, I agree. But it's also common to house rule some of the rules of Football when it's played out on the playground outside of schools as well. It's not real Football, but it's close enough and the rules are often changed to allow for things like the wrong number of players, a smaller field size, and difficulty to handle with no dedicated referee.

It's simply the culture that has risen around D&D that is perfectly accepting of changes to the rules. I'd argue, however, that by pure definition any game that changes the rules isn't "D&D" in it's purest form. In the same way that houseruled football isn't technically football. We allow these changes because they often make the game more fun for us. That's fine, people should make the game more fun for themselves.

However, I'm not going to say "No one really expected you to play with 11 players on the field at one time in football. That rule wasn't seriously meant to be followed. Look how well the game works when we play with only 5 per side. I think the creators of the football rules were just writing down things that weren't meant to be followed."

You may not understand the reason for the rule and your particular group might be able to run without it just fine. However, I don't doubt for a second that a LOT of thought was put into everything written in the book. Nothing would have been written and put in the book unless something thought it was important to be there and had a good reason for it.
I see nothing terribly wrong with contrived survival on occasion. It happens all the time in every venue of adventure fiction.
I hate using them. The difference between the two is that in a story you are reading it can often feel like "Oh, those guys were lucky and something odd happened to save them". In an RPG, where all the players know the rules, contrivances often come across as "Oh, good, the DM had to step in and save us because we were all going to die."

As a player it feels....unfulfilling. I'm this cool hero with all these cool powers and I should be able to defeat my enemies and triumph...or I should die if I fight monsters too powerful for me. If Elminster shows up and kills the monsters for me, I feel quite a bit less heroic. I also feel less needed. After all, if Elminster showed up to save us, why isn't he just finishing the rest of the adventure for us as well? He can do it better than we can.

Even if it's just "random rocks that fall from the roof" in order to kill the monsters for us, it still feels like we SHOULD have lost, but instead got away simply because the DM took pity on us. It doesn't feel very good to be pitied.
That said, if you really killed too many PCs, somehow I doubt it was the rules' fault; and you yourself posted above that you had an easier time understanding monster difficulty with 2e than with 3e. An unintentional TPK is likely the result of the DM or the players doing something they shouldn't have.
It was. I used a monster that was too powerful for the PCs. Though, I didn't know that until about the second or 3rd round of combat when it had easily finished off 2 of the PCs and was barely hurt. It was at that point that I thought "Oh, crap, I guess it's too hard for the PCs to hit this monster and it does too much damage. They are all going to die. If I knew that in advance, I never would have used this monster."

Other times, players have gotten a character killed when they clearly shouldn't have attacked in the first place
What make this "clear"? I understand that after playing D&D for a while, you start to get an innate sense of the power level of monsters. I learned over time and I stopped using overpowered encounters when I got better at judging the power level of monsters.

The same thing works as a player. If I've never played D&D before or I've played only a little bit, how am I to know how difficult a Beholder is(or even WHAT a beholder is)? If I run into battle with it at 3rd level because I figure I must be able to beat it because I've defeated every other monster up until this point, does that mean that I'm an idiot?

Maybe the DM should provide input at this point...but what tells the DM who has never used a beholder before that it can't be taken out by 3rd level characters?

In any case, none of those scenarios would be ameliorated by anything like a CR/EL system, and the responsibility for the outcome was always with the people at the table.
I'm not sure about that. Was it the DMs intention to put the players in a situation where they had to run away or use defensive tactics? Did he sit down and say "This battle is going to go poorly for them. They won't be able to win and will have to run away"? Or did the DM plan that the monsters would be defeated easily and then the PCs would proceed down the corridor to fight the next encounter? If the DM planned on the monsters being defeated easily and wrote up a bunch more encounters that take place later in the dungeon then the DM has failed.

It's the DMs responsibility, yes. Is it his fault? Not if the game didn't give him the proper tools to predict this in advance.

Tactics are fine and dandy, but if you have +3 to hit and 20 hitpoints and come across a monster who has an AC of 30 and an AOE attack that does 30 damage, I can tell you that no tactics you come up with are going to stop every member of your party from dying. This is obviously an extreme example and a basic understanding of the rules SHOULD stop this, assuming the DM took the time and effort to read through the stat block in advance before rolling for initiative(which isn't a guarantee if you're low on time). However, a more reasonable example where a monster does only 10 damage and has an AC of 19 can seem like a good idea at the time. Until you run the monster and realize that 2 rounds later, the PCs are all dead because 2 10 damage AOEs kills them all.

And to top it off, failure is part of the game; just because a character dies and no one meant it to happen doesn't mean the game is broken. What kind of a game has no losers?
Well, most Epic fantasy books and movies have...either no or VERY few losers. Only Boromir dies amongst the entirety of the Fellowship(unless we count Gandalf, which I don't).

The hobbits weren't attacked by all 9 nazgul in a cave that made it impossible to retreat at the beginning of the story. Because that would have ended the story in failure and wouldn't have been interesting to read/watch.

The DMs job is very similar to that of an author. Make the story interesting and don't kill off all the PCs. However, it's made even harder because you don't have absolute authority like an author. You have to rely on the dice, stats, and rules to decide part of the game. When those dice, stats, and rules say "Everyone dies", it can ruin a game.

I like when the rules give me tools to help me decide WHEN I'm about to kill everyone so I can make that decision for myself instead of doing it accidentally.
 

I know all that. However, every time I hear people talk about this dynamic, I think of the climax of The Dark Knight Returns (graphic novel), where Superman and Batman fight to the death, and despite Superman's godly powers (see "god wizard"), Batman comes up with a way to survive.
Of course, Batman's ability to plan his way out of situations is pretty much magical. He comes up with leaps of logic that no one should ever be able to make. He predicts things with a level of accuracy that is completely impossible. He essentially has the ability to see the future and plan accordingly.

It's something that no one who doesn't already know where the plot is going could do(luckily, batman has writers who already know how it's going to end). Either that or it could be simulated with retconed planning(which batman likely often does as well).
 

Yes, they should factor sod in xp. the potential damage output ina single round (including max damage via sod) is an important consideration and sometimes these things get overlooked. Of course they have to balance this against other considerations as well.
The real problem is this makes it kind of impossible to balance these monsters and estimate their difficulty.

Let's assume all level 5 monsters have about a 20% chance of defeating anyone in a party of level 5 PCs. A level 5 monster who has a SOD effect that works 50% of the time and can be used each round now has a much better chance to kill a level 5 PC. Does that make it no longer a level 5 monster? Does that make it a level 8 monster?

Now, let's assume we use that monster against level 8 characters. Let's assume that level 8 monsters should also defeat a level 8 PC about 20% of the time. If the SOD still works 50% of the time, it's not a level 8 monster either. Let's assume that as the PCs gain levels the SOD works less often. How much less often? If it works only 20% of the time, it's still more likely to cause a PC death if it survives longer than a round.

This also destroys the pacing of encounters. If you run up against a much higher level encounter, most of the time there is at least a round or two to realize how much more powerful they are than you and give you a chance to enact an escape plan of some sort. Most enemies with SODs don't give you that chance. You see them and suddenly you're making Saving Throws. It's possible 2 or 3 people die long before you realize the monster is too dangerous for you.

The same thing happens in reverse. Say you are 20th level and you fight a level 1 monster. It's so weak that you should be able to beat it with a 0% chance of dying. However, it has a SOD and you can always fail if you roll a 1. So this monster is now WAY more powerful than every other monster of its level. 20 of these level 1 monsters now guarantee your death. While it's possible that 20 level 10 monsters couldn't even cause a dent.

Essentially, it makes these monsters impossible to figure out an approximate power level for.
But that doesnt make sod a bad mechanic.
I don't think it's a BAD mechanic. However, I do believe that it is an inconsistent mechanic with the rest of the rules. Hitpoints are there in order to be able to have a system where we can see death approaching and allow it to creep up on us over time. It allows tactical considerations when a monster hits you for 10 and someone else for 15, and someone else for 12, you now know it's average damage and can look at your 50 hitpoints and say "Alright, he can hit me about 4 times before I go down. If I don't think I can beat it in 4 rounds then I have to get it to split up it's attacks somehow or put up a shield that deflects some of the damage or I'll need a heal before the 4th round. If I can't do that then know it's too powerful for us and I should run".

SODs don't allow the same considerations and therefore remove the entire purpose of HP. It lacks consistency and therefore can often feel like a different game. One that feels more like gambling where you can't affect the odds. It's just a matter of picking up the dice and hoping it rolls well.

Though, I don't think "playing a different game" from time to time is necessarily that bad. But you certainly have to have some sort of special difficulty rating for SOD creatures that is completely different than all other creatures. Something that says "This monster is unpredictable and will randomly kill PCs. They don't have the combat effectiveness of a level 5 monster, however, they have the hitpoints and AC of a one."

Now, I understand you don't like predictability in your game, so I know this isn't even an issue for you.
 

The real problem is this makes it kind of impossible to balance these monsters and estimate their difficulty.

Let's assume all level 5 monsters have about a 20% chance of defeating anyone in a party of level 5 PCs. A level 5 monster who has a SOD effect that works 50% of the time and can be used each round now has a much better chance to kill a level 5 PC. Does that make it no longer a level 5 monster? Does that make it a level 8 monster?

Now, let's assume we use that monster against level 8 characters. Let's assume that level 8 monsters should also defeat a level 8 PC about 20% of the time. If the SOD still works 50% of the time, it's not a level 8 monster either. Let's assume that as the PCs gain levels the SOD works less often. How much less often? If it works only 20% of the time, it's still more likely to cause a PC death if it survives longer than a round.

This also destroys the pacing of encounters. If you run up against a much higher level encounter, most of the time there is at least a round or two to realize how much more powerful they are than you and give you a chance to enact an escape plan of some sort. Most enemies with SODs don't give you that chance. You see them and suddenly you're making Saving Throws. It's possible 2 or 3 people die long before you realize the monster is too dangerous for you.

The same thing happens in reverse. Say you are 20th level and you fight a level 1 monster. It's so weak that you should be able to beat it with a 0% chance of dying. However, it has a SOD and you can always fail if you roll a 1. So this monster is now WAY more powerful than every other monster of its level. 20 of these level 1 monsters now guarantee your death. While it's possible that 20 level 10 monsters couldn't even cause a dent.

Essentially, it makes these monsters impossible to figure out an approximate power level for.

for some folks this may be a problem. For me it isnt. Monsters come in all kinds of varieties and I do not expect them all to fit neatly or evenlyinto CR. CR is a tool, not a straight jacket. If they design all monsters in each category to be virtually identical in terms of hp, damage output, etc, that gets pretty dull. The biggest considertion for me as a GM when evaluating the chalenge level is the creatures most dangerous attacks. These give me an indication of how lethal they are.A medusa ends up high on the list for me due to its petrification. These kinds of monsters are gray areas. With any monster though, you need to look at the specific entry and not rely on cr alone if you are concerned about level or party appropriate challenges.

Pacing is something that can come up with any number of monsters. For me, I am not terribly concerned about it. It just isnt a factor in my gming style. But when it has been a considertion, particularly when i was running 3E, it usually boiled down to throwing in additional monsters that were relatively easy to kill. A solitary anything can have unpredictable pacing (especially if the players swarm it----i have seen many powerful spell casting villains die in a round or two because they had no minions to defend them).

I don't think it's a BAD mechanic. However, I do believe that it is an inconsistent mechanic with the rest of the rules. Hitpoints are there in order to be able to have a system where we can see death approaching and allow it to creep up on us over time. It allows tactical considerations when a monster hits you for 10 and someone else for 15, and someone else for 12, you now know it's average damage and can look at your 50 hitpoints and say "Alright, he can hit me about 4 times before I go down. If I don't think I can beat it in 4 rounds then I have to get it to split up it's attacks somehow or put up a shield that deflects some of the damage or I'll need a heal before the 4th round. If I can't do that then know it's too powerful for us and I should run".

i think you ay have attributed my quote to someone else (unless he said the same thing elsewhere).

sure. This is a preference issue. A valid reason for not liking SoD. But this doesnt apply to everyone. I think one problem with HP is they are too predictable. Having SoD in the game works for me largely because it gets around this issue and becomes a hndy spice the GM can pull from the rack. I like a bit of unpredictability. That i cannot see SoD a mile away is what makes it so exciting to me as a player. It really amps things up.

SODs don't allow the same considerations and therefore remove the entire purpose of HP. It lacks consistency and therefore can often feel like a different game. One that feels more like gambling where you can't affect the odds. It's just a matter of picking up the dice and hoping it rolls well.

they are just another tool in the game. They get around hp or a reason, they dramatically raise the stakes. To me that is exciting and an important part of the totality of the game. I do not find it inconsistent. Just another mechanism in the system.

Though, I don't think "playing a different game" from time to time is necessarily that bad. But you certainly have to have some sort of special difficulty rating for SOD creatures that is completely different than all other creatures. Something that says "This monster is unpredictable and will randomly kill PCs. They don't have the combat effectiveness of a level 5 monster, however, they have the hitpoints and AC of a one."

Now, I understand you don't like predictability in your game, so I know this isn't even an issue for you.

exactly, for me this is a non issue. The fix of removing it takes something vital from the game. But i see not everyone feels that way. Which is why I say instead this being a design quality issue, it is a preference issue. The best solution is options that allow different levels of SoD unpredictability in the game, because people are all over the map on it.
 

Gathering as much intelligence on each tactical situation in the real world is an important thing. And, while it can be cool to put a lot of resources to it occasionally in game, encouraging the PCs to always go through the exercise, just in case there's a creature with a SoD effect, will not have a salutary effect on game play. And, in fact, it is apt to be difficult to do. If SoD is rare, they will generally not go through the exercise, be caught unaware, and die when the SoD does come up. If SoD is common, the players become paranoid, and won't go *anywhere* until they've done their checks. And this is D&D not, "cast lots of divinations to see what'll kill us today if we don't have the right buffs handy".

I am not very good at dungeon design, but I am trying. This is my basic method:

You know the "random dungeon generation" tables in the back of the 1st edition AD&D DMG? The one that looks like this:

1-12 Empty
13-14 Monster Only
15-17 Monster and Treasure
18 Special
19 Trick/Trap
20 Treasure​

I use that as my framework. Every 20 rooms will look like this (actually I go with 21, with a trick and a trap). I expand the "empty" rooms into four different categories, though: three actually empty, three rooms that give information, three rooms that provide a tactical or strategic advantage (for monsters or the PCs), and three rooms that provide both information and a tactical or strategic advantage.

Those "information" rooms provide information about what's in the dungeon. I try to have the trap and trick be solved through deduction; signs of whatever monsters lie up ahead; and perhaps how to open secret doors. Sometimes these rooms need magic to unlock the information, depending on the level of the party: you can imagine an NPC trapped behind a magic ward that needs to be Dispelled, or (in the last dungeon I ran) an ossuary that allows the skulls to respond to Speak With Dead no matter how long they've been there. Other times it's a book or journal or a bunch of corpses.

By making sure to have six rooms with information about the dungeon I can place save-or-die monsters, tricks, and traps within. I haven't figured out how to give these rooms a "cost" except through time and wandering monsters, but I'm still trying it out. (I guess I could require skill checks, certain feats, spells/magic item charges, and/or HP loss...)
 

Monsters are never designed on the idea that "This monster should kill at least one PC in every encounter it's used". That's just very poor game design.
Is this objectively poor game design in every case, or just your preference (perhaps commonly shared with others or even the majority)? And, if the former, can you please explain to me why you think it's objective, when design goals are chosen based on preference? I think that'd help me in this conversation. As always, play what you like :)
 

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