- Joined
- Nov 4, 2017
Since we're talking about lethality, anyone here ever run a high-lethality 5e game? I know the system really doesn't want you to do it, but one of the guys in my group has been toying with the idea.
So, how would you do it? Also, when someone inevitably bites the bullet, how do you get them back into the game? Take over a follower? Start with a 1-level below character? My GM likes doing the latter and it works fine for us. The way XP requirements scale, someone below the curve will catch up pretty quickly.
From what I've experienced of 5e, it doesn't really work as a lethal system without a fair bit of retooling on of characters and classes - i.e. what Five Torches Deep did. Player characters are just not expected to die. Player have such a depth of tricks they can access that either you have to cheap-shot them or send them through an unforgiving gauntlet that slowly wears them down and generally makes their death feel forced. Its not like an old school crawl where the dice fuck you once and its over - oh well, could have gone the other way, new character. Death in 5e is only done by either said cheapshot or a long chain of bad decisions that tend to engender frustration that is vented at the rest of the table. Granted that might also be the player base.
Plus, and maybe its just my lack of experience with the system, characters don't build particularly fast.
So if I was doing it I'd want to rewrite the races & characters. Make them faster to play, lower HP, probably add damage.
On getting players back into the game, it depends.
For OSE one-shots, I either have them take over a hireling or if there are no hirelings, the party encounters a "castaway" - someone stuck in the place they are for a while, half-starved, maybe a little mad, but competent. Or maybe a survivor from another party.
For megadungeons, usually there is a town and the town will have a tavern for recruiting hirelings. Stands to reason a new adventurer will wander in.
Haven't gotten to do an OSE campaign yet, but for 3.x if the party didn't want to try to rez them, usually bring in someone about their level but with low quality gear.
For 4e, I would just stare at the party until they remember that its 4e and characters aren't supposed to die to anything less than a supernova and the player decides if he wants to play another character or not.
(specifically for 4e, I always give players a finite pool of D6s as divine rewards that can be spend to: Gain an Action point, immediate heal 1d6 HP, add 1d6 to any d20 roll, add 1d6 to damage, etc. So rolling a new character costs one of these)
5e... I've only run one shots and mini-megadungeons, so when I had someone die it was pretty much over so I let them have tactical control of the monsters.
Sorry, should have clarified. [ .. ] 5e
Pointbuy or array and be done with it.