Currently I'm running a home-brew campaign for some new players. They are all very new and excited. None of them have purchased a PHB yet, but I've explained the basic rules as well as given them a few resources to help them out. They only have a very basic grasp on the rules (The fighter is literally 4th level and he has yet to use action surge) and I'm trying to ease them into it. (and failing) They have turned into horrible metagamers as well as murder hobos. (This is the entire party not just one player). I can already see my biggest mistake is thinking I could handle a completely home brewed campaign with new players. In hindsight I know I should have ran LMoP and it probably would of gone a lot smoother. All of them like their characters and want to continue playing. The game is NOT an issue for them, just me. After every session I check with them to see if they are having fun, and they genuinely enjoy themselves. I love that they are having fun but, I don't want to continue doing this as a DM. I know that there is so much potential in this group, and this game could be 10x better. A lot of the fault falls on my shoulders, for not introducing it to them very well.
One of the big things were missing is someone else who understands D&D and knows the Ins and Outs. I've literally never met someone else my age (I'm in 8th grade) who has ever played a game of D&D.
Anyways my players seem to jump on any chance to ruin my day as a DM. The worst example of metagaming came during this last session. The party needs to cross a river that is much to treacherous to cross by boat, or any of the usual means of transportation, so the players went to seek out an airship crew. From there they can continue their quest to rid the land of a nefarious death knight. While negotiating the cost of passage one of my players literally stopped me mid sentence and turned to the other players at the table. "Alright after we get over the river we kill the crew and then fly the ship all the way to the mountains.(Where the death knight is said to be) As long as we keep one alive we can torture him for information on how to fly the ship." This was done completely out of character, while I was trying to role-play the captain of the ship.
In that same session I introduced the first major Friendly NPC, a gnomish artificer to help the adventurers along the way. This NPC was my first step in trying to turn the campaign around for the better. My idea for the character was from Maz Kanata from StarWars. A character who can come through when the adventurers need them most. Literally in the middle of me introducing him they were trying to decide the best way to take him down and steal all of his magic items.
Earlier in the campaign they liberated a small halfling girl from a goblin camp. Originally they were going to take her home to her parents. I tried to role-play her, but as a pubescent 13 year old I don't have the best voice for that. They got so annoyed by my voice that they just killed the girl, then threw her body in a river so they didn't have to deal with her. Keep in mind that the most evil alignment in the party is Neutral Good (the Druid)
I'm actually quite tempted to let the carry out their plan and let them sail all the way to the death knight. From their they will get TPK'd by a CHALLENGE RATING 17 UNDEAD - my players are only level 4. It feels like I've tried everything.
I'm going to let this campaign play out, and we'll see were it goes. On my birthday (In November) I will start a new campaign playing the Lost Mines of Phandelver. The reason I haven't trashed this campaign yet is because I know I will make many more mistakes that I can improve on in the next one.
Please send your best tips on how to deter Metagaming and Murder Hobos.
Also does anyone know if you are supposed to use the Pre-generated characters that come with the starter set in LMoP? Or can you still make your own and run LMoP just like normal?
Easy answer first: You can run the pre-gen or rolled characters, it doesn't affect the game. The pre-gens simply have information on them to help with character development, understanding and some information on how the connect to LMoP as a story.
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Meta-Gaming: This word is used improperly for what you are describing. They are using in game information for in game decisions, that is not meta-gaming. Just really poor decision making skills.
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Murder-hobo go! Let them do their thing, let them kill everything that moves, and let them revel in the carnage.
First thing you do is remove the XP bar from their character sheets and go to milestone leveling. This will deter them from searching for the next XP nugget as diligently, and will give you a bit more control over the pace of their growth. With this control you can cater events and situations so that you can highlight the various capabilities of the characters and the different types of encounters that they may meet.
Second thing you do is have them suffer the consequences of their actions! this is the most important part of the game, what happens because the players chose to act in a particular way.
They killed the girl for no good reason...when they reach town have the quest giver ask them what happened. Where is the girl, what happened to the girl, how did she die, etc. Have the NPC react to the answers the players give. If they come up with a silly answer, roll insight, if they give a believable answer, have them roll deception/persuasion. It would make sense that someone is concerned about a missing girl that these adventurers were out to rescue.
They want to take all of the NPC's stuff...well he is an artificer and would well know how to keep his stuff safe. He doesn't necessarily trust the players yet, so when they start to act strange, he'd be wary of it. Just because they're NPCs doesn't mean they're oblivious to the nature of other people, they'll see the strange actions and recognize that things aren't quite right.
They want to kill off the airship crew, that's dumb...The crew will easily outnumber their party, so the chances of winning are going to be slim. They get captured, jailed, thrown off the ship, whatever. Now they have to deal with the authorities and try to explain why they acted the way they did...
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Murder-hobos exist because they don't fear the consequences of their actions, don't be afraid to have the world respond naturally to their wayward antics.
Thank you so much. I haven't severely punished them for anything yet because I was afraid of backlash. I'll hopefully teach them a good lesson. One of the reasons I think they are murder hobos in the first place is because of my poor story crafting. A lot of times I stumble over words or have to stop mid sentence to check my notes. After every session I leave feeling determined to make the next one more bearable and the best one yet. I come up with some elaborate dungeon for them to conquer and a new NPC to befriend. But then I play it out, my improv is horrible and then it all crashes and burns. Usually I don't write out monologues, so I just have a basic Idea of what I'm going to say. That usually makes me stumble over words a lot. I have trouble giving NPCs personality, and I feel as if I don't think on my feet enough. I'm still a very new DM and I think I dived in headfirst, only to realize the pool was 3 feet deep,
Can someone give a good explanation of what Metagaming is?
Maybe I'll have them fight the crew of the airship. In the middle of the battle two of the crew members can seize a party member and throw them overboard... 20d6 damage might teach em a lesson. The players seem to assume everyone I made in this world is against them.
I consulted one of my favorite cousins (he's 30) has over 15 years of D&D experience about it and he sent me an article. Making a world worth saving. Essentially it said that if you want your players to remember your world, and care more about what happens to it; then you can't make every NPC either a Jerk, or a damsel in distress. Thats where my artificer came into view. He was the essential companion, he could kick butt and be extremely helpful. But within 5 minutes of introducing him they were already planning his assassination.
I let the bad behavior slide earlier and now its coming back to stab me.
Meta-gaming is a very hard term to define as it changes based on who you ask, however I'll give you my interpretation:
When players use knowledge that their characters can not conceivably have access to.
Examples:
A player telling the party that a troll loses it's regenerative properties when struck by fire and acid. --Potentially meta-gaming: It is possible that a character could have heard this from other adventurers, rangers, spelunkers, books, wizards, bards, etc.
A player who's character is in a different room sleeping asking to have their character go into the next room and read the runic writing on the wall that another character just found (and has not said anything). --Meta-gaming: the player's character would have no idea about that information.
And the description JCAUDM gave.
Those are very simple explanations, but should give an idea of the differences from my point of view.
That's a very light form of meta-gaming, one that many people would consider non-intrusive.
That's similar to one of my players who was a DM for a short while, he knows information about some monsters and abilities. I never tell my players what spells I cast but, if the description of the spell's effect is something he recognizes he'll tell the table what it was. It's not something his character would know, but it really doesn't ruin anything in the game so I let it slide.
So instead of saying "The necromancer casts Cloudkill" You say something like, the necromancer waves his arms and mutters an incantation. You are suddenly surrounded by a thick cloud of gas. You can feel it enter your lungs as you fight for a breath of air. Roll a Con saving throw.
I want the players to visualize what happens as the game goes on, so I use evocative words and descriptions. I find that it helps players engage and try to become part of the story more.
Just like I try to talk as the NPC, rather than saying "Theo the Guard says to go south" I'll simply look at them and say "Go South". It removes me as the DM and makes me Theo for the short time he's in the scene.
I'd say at this point you have the green light to be a totally ruthless DM, have them move their alignments to evil, as others have said the crew will outnumber them. Maybe roll up a few of the higher ranking crew members as 8 or 9 level players and utilize that. Then they get captured, now naturally the crew will want to know WHY THEY DID THIS. Interrogate THEM, they don't wanna talk? Oh well...crew doesn't torture, they throw a party member over and he's dead...outright dead. From that height bad dmg rolls shouldn't be life savers, you fall so many feet and kaaasplat.
They wanna murder a young girl? Well now every do gooder adventurer, paladin, and anything you can concoct the girl was involved or related to are on the hunt.
Straight up ruin their day so to speak.
Ooooor, let them kill the crew, let them capture a member to torture for intel...not every member will know everything, let them mutiny and crash their own ship and have that kill them.
Then say "See, things have consequences, roll new chars" and then you start anew with them hopefully having a better grasp of the game.
This isn't the best advice, but it is the most cathartic
Yup I could definitely finish my campaign by them having them murder the crew, then try on a series of insane checks (possibly a skill challenge needing something like 8 successes) if they do manage to fly and make it to the death knights lair I could literally LOL them and have the death knight send his army of gargoyles against their airship (much like in the wizard of OZ) then take them prisoner. The players will meet the boss. Then the boss one shots them all and TPKs them to sleep.
Or I could always just shove them off the airship... 20d6 damage.
The bottom line is, these players are my friends and they are very close to me. I talk about them negatively here, but they’re just trying to have fun. They just don’t understand yet that D&D is more than just killing every single thing and then getting a magic item.
The bottom line is, these players are my friends and they are very close to me. I talk about them negatively here, but they’re just trying to have fun. They just don’t understand yet that D&D is more than just killing every single thing and then getting a magic item.
I'm surprised it hasn't been suggested already, but you should talk to your players about this out of game. They might surprise you and understand what kind of game you are trying to play. I would definitely warn them before making any changes that NPCs are going to start responding realistically to their behavior. The last thing you want is for them to feel cheated in some way and just decide that they would rather not play.
Fair enough. The hardest part is that we all have busy lives and it’s hard to talk in person. I’m in 8th grade and the rest of my players are Freshmen. The most we see each other is when we play D&D. I’ll probably call them and warn them. My literal birthday party is going to be me having them over, (and a few others I want to invite into our group) to kick off our new campaign (this time playing LMoP)
If it is difficult to chat outside of the session, just engage them before the game. Once they have settled down with their munchies/drinks/whatever and are paying attention, have a chat about consequences, how things they do/have done may affect how other people perceive them in the game world. How maybe a paladin of vengeance has just found the young girls corpse - after consulting with a cleric who cast speak with the dead, he now knows the killers names and is on a mission to find and destroy these evil murderers. He has powerful friends to help him, so the party should really keep their heads down and not draw attention to themselves (like, you know, murdering an airship full of crew/passengers and stealing it)
Explain to them that this isn't a video game where they can murder their way from one side of the world to the other and when they return, everyone has forgotten the incidents. It is a living. breathing world. Actions have consequences, sometimes waaaay beyond what was intended.
These are all great suggestions. I think as a DM I’ve always wanted to run an “Ideal” campaign, like I’ve always been trying to squeeze the most fun out of every second. Almost like a min/Maxer in the form of a DM. I realize I’ve probably been railroading super hard and that not everything has to be planned.
I agree that it would be funny to have a bunch of higher level characters as the sailors. Perhaps they were a special Ops crew dispatched to help run the first air fleet of the kingdom.
I’ll have them completely overpower the adventurers and then capture them. If they make any threatening moves then they get thrown off... 20d6 damage.
Heres another thing... why does fall damage max out at 20d6? That’s only a maximum of 200 feet. Maybe equivalent to a 20 story building. If a player jumped off the Empire State Building (1250 feet) and landed on the ground the player takes MAXIMUM of 120 damage. That’s not enough to kill higher level players. Especially if they have resistance to bludgeoning damage. Theoretically the player should be taking 125d6 damage. People have told me falling is the greatest tool a DM has. I’m if you need a quick death? Make them fall into a waterfall and plummet off the side. Even pit traps are pretty funny. This part belongs in game rules and mechanics, but still...
Perhaps as a DM you fall from 1500 feet (about the height an airship flies. This is how far up blimps fly) and you can just say “You Free fall for about 10 seconds (according to the SPLAT calculator) before becoming one with the ground. Don’t worry I brought an extra character sheet.
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Currently I'm running a home-brew campaign for some new players. They are all very new and excited. None of them have purchased a PHB yet, but I've explained the basic rules as well as given them a few resources to help them out. They only have a very basic grasp on the rules (The fighter is literally 4th level and he has yet to use action surge) and I'm trying to ease them into it. (and failing) They have turned into horrible metagamers as well as murder hobos. (This is the entire party not just one player). I can already see my biggest mistake is thinking I could handle a completely home brewed campaign with new players. In hindsight I know I should have ran LMoP and it probably would of gone a lot smoother. All of them like their characters and want to continue playing. The game is NOT an issue for them, just me. After every session I check with them to see if they are having fun, and they genuinely enjoy themselves. I love that they are having fun but, I don't want to continue doing this as a DM. I know that there is so much potential in this group, and this game could be 10x better. A lot of the fault falls on my shoulders, for not introducing it to them very well.
One of the big things were missing is someone else who understands D&D and knows the Ins and Outs. I've literally never met someone else my age (I'm in 8th grade) who has ever played a game of D&D.
Anyways my players seem to jump on any chance to ruin my day as a DM. The worst example of metagaming came during this last session. The party needs to cross a river that is much to treacherous to cross by boat, or any of the usual means of transportation, so the players went to seek out an airship crew. From there they can continue their quest to rid the land of a nefarious death knight. While negotiating the cost of passage one of my players literally stopped me mid sentence and turned to the other players at the table. "Alright after we get over the river we kill the crew and then fly the ship all the way to the mountains.(Where the death knight is said to be) As long as we keep one alive we can torture him for information on how to fly the ship." This was done completely out of character, while I was trying to role-play the captain of the ship.
In that same session I introduced the first major Friendly NPC, a gnomish artificer to help the adventurers along the way. This NPC was my first step in trying to turn the campaign around for the better. My idea for the character was from Maz Kanata from StarWars. A character who can come through when the adventurers need them most. Literally in the middle of me introducing him they were trying to decide the best way to take him down and steal all of his magic items.
Earlier in the campaign they liberated a small halfling girl from a goblin camp. Originally they were going to take her home to her parents. I tried to role-play her, but as a pubescent 13 year old I don't have the best voice for that. They got so annoyed by my voice that they just killed the girl, then threw her body in a river so they didn't have to deal with her. Keep in mind that the most evil alignment in the party is Neutral Good (the Druid)
I'm actually quite tempted to let the carry out their plan and let them sail all the way to the death knight. From their they will get TPK'd by a CHALLENGE RATING 17 UNDEAD - my players are only level 4. It feels like I've tried everything.
I'm going to let this campaign play out, and we'll see were it goes. On my birthday (In November) I will start a new campaign playing the Lost Mines of Phandelver. The reason I haven't trashed this campaign yet is because I know I will make many more mistakes that I can improve on in the next one.
Please send your best tips on how to deter Metagaming and Murder Hobos.
Also does anyone know if you are supposed to use the Pre-generated characters that come with the starter set in LMoP? Or can you still make your own and run LMoP just like normal?
Easy answer first: You can run the pre-gen or rolled characters, it doesn't affect the game. The pre-gens simply have information on them to help with character development, understanding and some information on how the connect to LMoP as a story.
---
Meta-Gaming: This word is used improperly for what you are describing. They are using in game information for in game decisions, that is not meta-gaming. Just really poor decision making skills.
---
Murder-hobo go! Let them do their thing, let them kill everything that moves, and let them revel in the carnage.
First thing you do is remove the XP bar from their character sheets and go to milestone leveling. This will deter them from searching for the next XP nugget as diligently, and will give you a bit more control over the pace of their growth. With this control you can cater events and situations so that you can highlight the various capabilities of the characters and the different types of encounters that they may meet.
Second thing you do is have them suffer the consequences of their actions! this is the most important part of the game, what happens because the players chose to act in a particular way.
They killed the girl for no good reason...when they reach town have the quest giver ask them what happened. Where is the girl, what happened to the girl, how did she die, etc. Have the NPC react to the answers the players give. If they come up with a silly answer, roll insight, if they give a believable answer, have them roll deception/persuasion. It would make sense that someone is concerned about a missing girl that these adventurers were out to rescue.
They want to take all of the NPC's stuff...well he is an artificer and would well know how to keep his stuff safe. He doesn't necessarily trust the players yet, so when they start to act strange, he'd be wary of it. Just because they're NPCs doesn't mean they're oblivious to the nature of other people, they'll see the strange actions and recognize that things aren't quite right.
They want to kill off the airship crew, that's dumb...The crew will easily outnumber their party, so the chances of winning are going to be slim. They get captured, jailed, thrown off the ship, whatever. Now they have to deal with the authorities and try to explain why they acted the way they did...
---
Murder-hobos exist because they don't fear the consequences of their actions, don't be afraid to have the world respond naturally to their wayward antics.
Thank you so much. I haven't severely punished them for anything yet because I was afraid of backlash. I'll hopefully teach them a good lesson. One of the reasons I think they are murder hobos in the first place is because of my poor story crafting. A lot of times I stumble over words or have to stop mid sentence to check my notes. After every session I leave feeling determined to make the next one more bearable and the best one yet. I come up with some elaborate dungeon for them to conquer and a new NPC to befriend. But then I play it out, my improv is horrible and then it all crashes and burns. Usually I don't write out monologues, so I just have a basic Idea of what I'm going to say. That usually makes me stumble over words a lot. I have trouble giving NPCs personality, and I feel as if I don't think on my feet enough. I'm still a very new DM and I think I dived in headfirst, only to realize the pool was 3 feet deep,
Can someone give a good explanation of what Metagaming is?
Maybe I'll have them fight the crew of the airship. In the middle of the battle two of the crew members can seize a party member and throw them overboard... 20d6 damage might teach em a lesson. The players seem to assume everyone I made in this world is against them.
I consulted one of my favorite cousins (he's 30) has over 15 years of D&D experience about it and he sent me an article. Making a world worth saving. Essentially it said that if you want your players to remember your world, and care more about what happens to it; then you can't make every NPC either a Jerk, or a damsel in distress. Thats where my artificer came into view. He was the essential companion, he could kick butt and be extremely helpful. But within 5 minutes of introducing him they were already planning his assassination.
I let the bad behavior slide earlier and now its coming back to stab me.
Metagaming is using information known by the player that is not necessarily known by the character. Examples:
- barbarian character expertly deactivates all the traps in the dungeon because they’ve read that adventure at the local game store
- monk character lacking in arcana tells everyone “this type of creature is vulnerable to X and resistant to Y” because they own a monster manual
I don't think that effects me too much. My Druid has never even casted a spell yet. All he does is use his wild shape and chuck javelins at stuff.
Meta-gaming is a very hard term to define as it changes based on who you ask, however I'll give you my interpretation:
When players use knowledge that their characters can not conceivably have access to.
Examples:
A player telling the party that a troll loses it's regenerative properties when struck by fire and acid.
--Potentially meta-gaming: It is possible that a character could have heard this from other adventurers, rangers, spelunkers, books, wizards, bards, etc.
A player who's character is in a different room sleeping asking to have their character go into the next room and read the runic writing on the wall that another character just found (and has not said anything).
--Meta-gaming: the player's character would have no idea about that information.
And the description JCAUDM gave.
Those are very simple explanations, but should give an idea of the differences from my point of view.
Theres examples in the DMG of it but they don't give to much information.
I think one was "The DM wouldn't throw that at us, he wouldn't outright kill us."
That's a very light form of meta-gaming, one that many people would consider non-intrusive.
That's similar to one of my players who was a DM for a short while, he knows information about some monsters and abilities. I never tell my players what spells I cast but, if the description of the spell's effect is something he recognizes he'll tell the table what it was. It's not something his character would know, but it really doesn't ruin anything in the game so I let it slide.
So instead of saying "The necromancer casts Cloudkill" You say something like, the necromancer waves his arms and mutters an incantation. You are suddenly surrounded by a thick cloud of gas. You can feel it enter your lungs as you fight for a breath of air. Roll a Con saving throw.
Yea, exactly.
I want the players to visualize what happens as the game goes on, so I use evocative words and descriptions. I find that it helps players engage and try to become part of the story more.
Just like I try to talk as the NPC, rather than saying "Theo the Guard says to go south" I'll simply look at them and say "Go South". It removes me as the DM and makes me Theo for the short time he's in the scene.
I'd say at this point you have the green light to be a totally ruthless DM, have them move their alignments to evil, as others have said the crew will outnumber them. Maybe roll up a few of the higher ranking crew members as 8 or 9 level players and utilize that. Then they get captured, now naturally the crew will want to know WHY THEY DID THIS. Interrogate THEM, they don't wanna talk? Oh well...crew doesn't torture, they throw a party member over and he's dead...outright dead. From that height bad dmg rolls shouldn't be life savers, you fall so many feet and kaaasplat.
They wanna murder a young girl? Well now every do gooder adventurer, paladin, and anything you can concoct the girl was involved or related to are on the hunt.
Straight up ruin their day so to speak.
Ooooor, let them kill the crew, let them capture a member to torture for intel...not every member will know everything, let them mutiny and crash their own ship and have that kill them.
Then say "See, things have consequences, roll new chars" and then you start anew with them hopefully having a better grasp of the game.
This isn't the best advice, but it is the most cathartic
Yup I could definitely finish my campaign by them having them murder the crew, then try on a series of insane checks (possibly a skill challenge needing something like 8 successes) if they do manage to fly and make it to the death knights lair I could literally LOL them and have the death knight send his army of gargoyles against their airship (much like in the wizard of OZ) then take them prisoner. The players will meet the boss. Then the boss one shots them all and TPKs them to sleep.
Or I could always just shove them off the airship... 20d6 damage.
The bottom line is, these players are my friends and they are very close to me. I talk about them negatively here, but they’re just trying to have fun. They just don’t understand yet that D&D is more than just killing every single thing and then getting a magic item.
I play with my friends, I don't kill my friends, my friends kill themselves lol
I'm surprised it hasn't been suggested already, but you should talk to your players about this out of game. They might surprise you and understand what kind of game you are trying to play. I would definitely warn them before making any changes that NPCs are going to start responding realistically to their behavior. The last thing you want is for them to feel cheated in some way and just decide that they would rather not play.
Fair enough. The hardest part is that we all have busy lives and it’s hard to talk in person. I’m in 8th grade and the rest of my players are Freshmen. The most we see each other is when we play D&D. I’ll probably call them and warn them. My literal birthday party is going to be me having them over, (and a few others I want to invite into our group) to kick off our new campaign (this time playing LMoP)
I found the airship bit the most interesting.
OK, the airship is up. "Go ahead and kill me. Good luck getting down without crashing."
And I also agree, who said the crew is small and lvl 0? There could easily be 30-50 crew with officers lvl 8+
"Sooner or later, your Players are going to smash your railroad into a sandbox."
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-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
If it is difficult to chat outside of the session, just engage them before the game. Once they have settled down with their munchies/drinks/whatever and are paying attention, have a chat about consequences, how things they do/have done may affect how other people perceive them in the game world. How maybe a paladin of vengeance has just found the young girls corpse - after consulting with a cleric who cast speak with the dead, he now knows the killers names and is on a mission to find and destroy these evil murderers. He has powerful friends to help him, so the party should really keep their heads down and not draw attention to themselves (like, you know, murdering an airship full of crew/passengers and stealing it)
Explain to them that this isn't a video game where they can murder their way from one side of the world to the other and when they return, everyone has forgotten the incidents. It is a living. breathing world. Actions have consequences, sometimes waaaay beyond what was intended.
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These are all great suggestions. I think as a DM I’ve always wanted to run an “Ideal” campaign, like I’ve always been trying to squeeze the most fun out of every second. Almost like a min/Maxer in the form of a DM. I realize I’ve probably been railroading super hard and that not everything has to be planned.
I agree that it would be funny to have a bunch of higher level characters as the sailors. Perhaps they were a special Ops crew dispatched to help run the first air fleet of the kingdom.
I’ll have them completely overpower the adventurers and then capture them. If they make any threatening moves then they get thrown off... 20d6 damage.
Heres another thing... why does fall damage max out at 20d6? That’s only a maximum of 200 feet. Maybe equivalent to a 20 story building. If a player jumped off the Empire State Building (1250 feet) and landed on the ground the player takes MAXIMUM of 120 damage. That’s not enough to kill higher level players. Especially if they have resistance to bludgeoning damage. Theoretically the player should be taking 125d6 damage. People have told me falling is the greatest tool a DM has. I’m if you need a quick death? Make them fall into a waterfall and plummet off the side. Even pit traps are pretty funny. This part belongs in game rules and mechanics, but still...
Perhaps as a DM you fall from 1500 feet (about the height an airship flies. This is how far up blimps fly) and you can just say “You Free fall for about 10 seconds (according to the SPLAT calculator) before becoming one with the ground. Don’t worry I brought an extra character sheet.