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"Run away! Run away!" ... what if they don't?
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<blockquote data-quote="Lanefan" data-source="post: 7451269" data-attributes="member: 29398"><p>I think you're underestimating just how difficult a full TPK really is.</p><p></p><p>There's always at least one character, and more often several, who will have some sort of escape clause or "getaway car" handy to get out of a sticky situation: invisibility/stealth/rope trick at low levels, flight/haste/wraithform at mid-levels, teleport/planeshift/etc. at higher levels; never mind illusion or deception of any kind at any level. These can all come from either spell or device. </p><p></p><p>Another variant of the "getaway car" is to have a party martyr along for the trip, a heroic-stupid type who will gladly sacrifice him/herself in order to allow the others to escape. Paladins are good for this.</p><p></p><p>So of a party of 8 you might well kill 6 but there'll still be those two who escape, and who can then rebuild the party (i.e. recruit the other players' new PCs) and carry on. As player and DM I've seen this scenario play out probably a dozen times or more, but I've only ever seen one true TPK with no survivors.</p><p></p><p>Lan-"adventuring parties are like the most resilient of weeds - no matter how harshly you prune them they just keep coming back"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7451269, member: 29398"] I think you're underestimating just how difficult a full TPK really is. There's always at least one character, and more often several, who will have some sort of escape clause or "getaway car" handy to get out of a sticky situation: invisibility/stealth/rope trick at low levels, flight/haste/wraithform at mid-levels, teleport/planeshift/etc. at higher levels; never mind illusion or deception of any kind at any level. These can all come from either spell or device. Another variant of the "getaway car" is to have a party martyr along for the trip, a heroic-stupid type who will gladly sacrifice him/herself in order to allow the others to escape. Paladins are good for this. So of a party of 8 you might well kill 6 but there'll still be those two who escape, and who can then rebuild the party (i.e. recruit the other players' new PCs) and carry on. As player and DM I've seen this scenario play out probably a dozen times or more, but I've only ever seen one true TPK with no survivors. Lan-"adventuring parties are like the most resilient of weeds - no matter how harshly you prune them they just keep coming back"-efan [/QUOTE]
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"Run away! Run away!" ... what if they don't?
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