Too Much Effort to Make New Characters?

At first, the PF2 makes sense as its a game where the numbers easily stack against the players and if they dont use tactics its wipe city. Though, im a little surprised to hear 5E has a similar problem. I find 5E way more forgiving both in numbers and tactics.
5e is much more forgiving. However, when you're starting a campaign with 1st level characters, those are usually pretty squishy (compared to higher level 5e play). I've had numerous 5e TPKs, most of them at 1st-3rd level.
 

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At first, the PF2 makes sense as its a game where the numbers easily stack against the players and if they dont use tactics its wipe city. Though, im a little surprised to hear 5E has a similar problem. I find 5E way more forgiving both in numbers and tactics.
5e character levels 1 to 3 are fairly fragile and there are some low level monsters that can be very swingy. 4 and 5 they toughen up and after 5 it would take work.
 

We play our RPGs on VTT - don't know if that's been brought up yet or not.
In the rare event we get to play a board game in person (maybe twice in the past 2.5 years), we play stuff like Dungeon! or HeroQuest. We don't meet frequently enough to really advance a game that as complex as Gloomhaven.
Gloomhaven is free on Tabletop Simulator(I think). There are videos explaining how to set it up.

Tabletop simulator is 20$ Per person.

A very cheap way to play a $200 game. And it sets up all the scenarios for you.

Here is the first hit I did on google:

Gloomhaven tts
 

5e is much more forgiving. However, when you're starting a campaign with 1st level characters, those are usually pretty squishy (compared to higher level 5e play). I've had numerous 5e TPKs, most of them at 1st-3rd level.
There is your problem then, or at least the heart of it.
 


There's a big difference between making a new character and making a character to start playing. A lot of players put deep thought into the process - regardless of what the GM wants or expects - and I can understand feeling that the effort was wasted if the PC dies after a handful of sessions. I know plenty of folks who buy dice or minis just to match the PC, so there is possibly an economic aspect to the analysis.

The likelihood of character death is something that should be discussed in Session Zero so that everyone is on the same page. A lot of folks feel that a PC's death should be meaningful or at least a choice of the player (though certainly the choice of game makes a difference).
 

Yeah, the actual statistic would be a TPK every 12 hours I run in D&D5e or PF2 (especially PF2).
While I'm an advocate of tough games, and letting the die fall where they may, that seems high. If I'm reading it correctly, a PC would only last 3 or 4 sessions.

If so, either your players' tacticals are bad (far from impossible), or your scenario design seems a little rough.
 

While I'm an advocate of tough games, and letting the die fall where they may, that seems high. If I'm reading it correctly, a PC would only last 3 or 4 sessions.

If so, either your players' tacticals are bad (far from impossible), or your scenario design seems a little rough.
Well, I am using pre-published adventures, so I'm not necessarily designing the encounters. So maybe it's bad tactics on the players' part? (Or brutal tactics on my part?)
 

Well, I am using pre-published adventures, so I'm not necessarily designing the encounters. So maybe it's bad tactics on the players' part? (Or brutal tactics on my part?)
Likely a combo. Also, sometimes published adventures have what appears to be a balanced and/or challenging encounter and its not. At least that was my experience in the PF1 AP era. Of course, that system is notorious for CR being all over the place so it was likely more off balance then. Which likely put me in the habit of looking closely at encounters as part of my GM prep.
 

Well, I am using pre-published adventures, so I'm not necessarily designing the encounters. So maybe it's bad tactics on the players' part? (Or brutal tactics on my part?)

Possibly brutal (or even incorrect) tactics on your part. When you say you are using published adventures - there's still a lot of leeway in that. If monsters are always running high on HP, for example, that can have an impact. Many of WotC's major published adventures technically start at level 3, and have expectations on levelling beyond that point. If the party is low compared to the expectations, you'll have issues.

I might also take a look and see if there's any systemic rules issues - like, is your group is using rest and healing mechanics properly? Are you applying surprise appropriately? Are you all applying movement rules in the same way? A simple thing like players not knowing the Dash action exists can have a major impact on play.

Each time the players approach something, as yourself what you'd do in that situation - if the players are consistently failing to do what you think is appropriate, maybe there's a knowledge gap.
 

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