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Dungeons & Dragons 5e: Hard to Kill

Started by Panjumanju, February 14, 2015, 08:18:26 PM

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mAcular Chaotic

Next time they make a rash decision, let them have it.
Battle doesn\'t need a purpose; the battle is its own purpose. You don\'t ask why a plague spreads or a field burns. Don\'t ask why I fight.

Omega

Quote from: Panjumanju;816179To further clarify: The game lacks verisimilitude when there is no mortal threat. I don't particularly want to run an everyone-is-special-fun-time game, but I've noticed the slide in that direction by virtue of the 5th edition rules. Some posters have smartly pointed out that the Death Save mechanic can subsume the tense element of mortal risk without character death, but I worry that the players, unprepared, may march themselves into a TPK. My concern is avoiding that outcome with impartiality.

It *would have been lovely* if a character had died by this point, because then this probably wouldn't be an issue. I'm not influencing the rules or otherwise pushing characters to their death.

So, yes - I want you to somehow believe that my goal is not to kill characters.

//Panjumanju

In the end you kinda end up with the same end result. Someone is rolling up a new character, possibly several someones. And they may not learn from the mistake even then. Weve had enough threads here showing that.

Some thoughts. Not good ideas by far for some. But they are viable for others.

1: Have the PCs run into something thats way stronger than they likely can handle. Make it clear through description and word that if they charge in they may likely go down. If they still insist. Then theres the learning experience.

2: simmilar to 1, but you dont tell them. Possibly resulting in a total loss. Then have a local NPC healer type come in and help. Even if its just stabalizing. This balances out pulverizing them as an object lesson and the NPC can lead to adventures. Such as asking in return for the help that they go get something.

3: Introduce an NPC and let the players get to know them. Then off the NPC in a way that demonstrates that caution is advised. Doesnt allways work as some players view NPCs as expendable resources.

Or option 4: Just point out that wilderness encounters are easy compared to delving. Ive had NPCs wander by and point that out. Like a party carrying dead back to town and mentioning how easy it was getting to the site and then WHAM!

If they ignore that then thats their own call.

mAcular Chaotic

Quote from: Omega;816210Or option 4: Just point out that wilderness encounters are easy compared to delving. Ive had NPCs wander by and point that out. Like a party carrying dead back to town and mentioning how easy it was getting to the site and then WHAM!

Wilderness encounters are supposed to be harder than delving.
Battle doesn\'t need a purpose; the battle is its own purpose. You don\'t ask why a plague spreads or a field burns. Don\'t ask why I fight.

Omega

Quote from: mAcular Chaotic;816212Wilderness encounters are supposed to be harder than delving.

You can rest in the wilderness and likely not get jumped again. In a dungeon you might not even get a chance to short rest. you cannot just chuck everything at an encounter and recharge for the next.