iserith
Magic Wordsmith
I echo the above sentiments, but on the other hand I'm not a huge fan of situations where the fate of an epic fight is decided by a single bad dice roll. That doesn't feel very epic to me and just feels like playing bingo.
Can you give an example of "the fate of an epic fight is decided by a single bad dice roll?" I suppose there's the possibility of a single villain being undone by a polymorph spell or the like, but that seems to me to be an issue with the challenge's design. But typically, even if the challenge goes awry for one side or the other in a way that was unexpected, there will have been a number of meaningful decisions and other die rolls preceding it.
I don't like fixing fights either, and I generally don't fudge rolls. However I do like to maximize drama.
And there is also the occasion when the encounter builder has failed you and an encounter meant to be difficult becomes impossible.
Let's not all pretend we don't do it sometimes. Of course danger and death should be a real threat, otherwise what is the point? And even the old you're-not-really-dead-you-are-just-captured trick is pretty stupid, cliché and trivializes the fear of death.
Sometimes the dice go bad. The encounter builder fails you. The unexpected happens. I doubt that any DM has never EVER decided that this is not the time for the party to die. What do you do?
I think capture is just fine - if it's telegraphed at the outset of the challenge as the failure condition. "Knock out these fools and take them to the salt mines!" says the villain at the start of hostilities. Now the players know what to expect if they get dropped to 0 hp. If it's done after the fact, it seems cheap and tacked on, like trying to rob the players of the impact of the decisions they made. Better to get that out up front in my view.
For my part, I don't care if the dice go bad. I also don't think the "encounter builder" fails anyone since it's important to realize that the second a player (or DM) makes a decision during the challenge, the difficulty starts going up or down. So if anyone thinks a "Medium" encounter is necessarily going to remain so throughout and not get made "Easy" or even "Deadly" by the decisions of the players and/or the dice, he or she doesn't understand how a challenge works.
If the party dies, then the party dies, I say. Time to get those backup characters out and play on. It's not for me to decide when is a good time and when is a bad time for the party. If the players know it's a possibility their characters may die, there are many ways they can prepare for that and, if they care about keeping certain PCs alive, they should govern themselves accordingly in my view.