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    1. Death in D&D 5e, the various revival spells, and their impact on the game

      While I ate breakfast, I watched a YouTube video speaking to how death becomes an inconvenience in D&D 5e as early as 5th level, despite the amount of weight that people generally put behind it in...

      While I ate breakfast, I watched a YouTube video speaking to how death becomes an inconvenience in D&D 5e as early as 5th level, despite the amount of weight that people generally put behind it in the moment. Here's a relevant transcript.

      Well, the obvious answer to this is to ban the spells that take away the permanence of death; that way there's stakes staying all the way through 20th level. The problem with this answer is that D&D isn't balanced around those spells not existing at later levels.

      I love Risk of Rain 2 but my biggest problem with that game is being 30 minutes into a run and getting one-shot, dying, and having to start all over. I couldn't imagine having that same feeling after playing FOUR YEARS in a campaign.

      I don't necessarily disagree with the first paragraph, but the second one is wild to me for two reasons.

      • First, Risk of Rain is a roguelike whose entire game loop is "do stuff, die, unlock/purchase meta progression, do more stuff, die, etc. etc.".
      • Second, the idea that you've been playing four years in a 5e game that's presumably weekly and somehow haven't hit 20th level. For context, 5e wants you hitting 20th level after 36-52 typical 4-hour sessions.

      This kind of sentiment really does highlight how distant the way I ran the game those eight years I spent with 5e and how the game wants to be run is to the way people appear to be running the game, and I'm not sure I'll ever be able to square that circle. Not to imply any kind of superiority to it, it just continues to be extremely weird/interesting to me how the culture surrounding D&D is so different from the expectations laid out by the very rules text people don't read.

      18 votes