mcrow
Explorer
delericho said:One more thing: you cannot convince me that an undetectable extreme-save DC insta-kill trap is an example of good design. You can't convince me that springing an ambush by hill giants on a 1st level group is good design. You can't convince me that a map saying "great treasure" that leads the a group to a TPK that they could not have predicted coming is good design. These are all examples of really sloppy DMing. Any fool can kill off PCs. The challenge comes in putting together an adventure that requires them to use every skill, every spell, all their brainpower, and a lot of luck to come out alive, but which guarantees success if all these elements are in play.
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I agree, if there is no way the players could know they are in over their heads(even though they did research), or a way for them to escape then it is unfair and I would not want to play in such a game.