Lanefan
Victoria Rules
Why on earth not?Here's the problem I see with what you propose:
You and @cbwjm seem to want more narrative opportunity for easy ways to kill or to die... rather than the strictly game-based balancing of "knock someone's number down to zero before they knock your number down to zero." And I understand that from a conceptual point of view-- yes, it makes all the sense in a fantasy-world-based "reality" why these characters would and could suffer immediate death from falling, or get injected with poisons from which there's no survival, or easily drown, lose limbs, etc.
But the issue is that if you make these changes to the "game" strictly for story or narrative purposes-- because those kinds of massive injury or death should occur with much more frequency in the story of what D&D characters go through-- then we should also accept the massive change to story and narrative that would run parallel to that...
...which is not a single person in any sense of reality (fantasy or otherwise) would EVER put themselves into the trauma of what D&D characters go through on a DAILY basis. Especially not for the nebulous reasons D&D characters decide to "go adventuring".
On Earth, thousands of people put themselves into mortal danger just for a crack at finding gold during the 1890's Klondike gold rush. A few got rich. Many died, either by freezing or by mishap.
Now dial that get-rich-or-die-trying paradigm up to eleven or beyond and you've got D&D adventuring - and the rationale behind it - in a nutshell.
Agreed there could be a lot more attention paid to PTSD, breakdowns, and so forth in the game; but many (most?) players don't get much enjoyment out of that.They just wouldn't. If we take a look at what a standard D&D character goes through physically, mentally, and spiritually in a 24-hour period based on standard D&D gameplay... the amount of pain, suffering, murder, mind control, burning, freezing, decapitation, poisoning, grave injury, etc. etc. etc... there is ZERO reality in any of that. You get literally burned alive by taking a Burning Hands spell to the face... and we're supposed to think that a simple Cure Wounds spell will remove all of the anguish you went through and five minutes later you just jump up, brush yourself off, and say "Okay! Let's go! Where to next?" And the character does and then experiences the exact same trauma 15 minutes later, and then 15 minutes after that, and after that, and after that... throwing themselves into one giant ball of pain and suffering day after day after day all in the name of "Adventuring!"
Once or twice in the past I've roleplayed my characters having breakdowns in mid-dungeon. It didn't go over well.