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The TPK curse
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<blockquote data-quote="Sinjin the Rogue" data-source="post: 547145" data-attributes="member: 2288"><p>There were 4 ghouls and a ghast. </p><p></p><p>The Sorcerer took an AoO because the ghouls had actually been able to flank him. He wanted to run away, but going back the way he came meant that he would take at least one AoO, but he would be able to run at 4 times his normal movement, so he would have been able to get away from all but one of the ghouls. Had he attempted to circle around, he would have only been able to perform a triple move at best, but he would have ended up putting him in a position where the remaining creatures would have all been able to attack him. So, playing the odds, he chose the one AoO. Had the AoO failed, he would have been able to get away cleanly on the next round. (I admit, I could have let that attack go, but I decided to let the dice roll count, and the hit was made. The sorcerer then failed the Fort save)</p><p></p><p>One thing you should all undertstand. I am taking my group into the Tomb of Abysthor. ToA has a number of HIGH level encounters, interspersed with encounters of an appropriate level for a party to handle. ToA is designed so that characters can come back and make additional forays into the dungeon in order to accomplish a varying number of goals. Unfortunately, since my group's strategy is usually, break in the door and attack, they will more than likely die a number of times. I am trying to prevent that, by teaching them a lesson now, so that when they get to 10th level or beyond, they won't be as inclined to perform suicidal actions. By then, they will be practically married to their characters, and a TPK at that time will mean they lose everything. I don't want that to happen.</p><p></p><p>Also, I had already pulled one of the players in my group aside and explained to him that there were going to be some tougher than normal encounters in this adventure, (This guy played the sorcerer, and he also DM's another campaign, so I figured he would know better) and that if the situation seemed too difficult to overcome, I wanted him to help me encourage the rest of the group to flee. Unfortunately, he did not do that. He was confident that the group would overcome the undead, but he did not take into consideration the bad luck they had with attack rolls. </p><p></p><p>Anyway, the ranger who survived is going to go back to town, and he is going to pick up a new group of adventurers to join him. The group is also picking up a new player, so the party will now be comprised of the ranger, a cleric, a wizard, a rogue and a monk. This group might work well, although I have mentioned that a fighter or a paladin in place of the monk might be better suited for the party's overall chances for survival at lower levels. So, we will see how this turns out. </p><p></p><p>I just hate TPK's, as it sucks the joy right out of the game.</p></blockquote><p></p>
[QUOTE="Sinjin the Rogue, post: 547145, member: 2288"] There were 4 ghouls and a ghast. The Sorcerer took an AoO because the ghouls had actually been able to flank him. He wanted to run away, but going back the way he came meant that he would take at least one AoO, but he would be able to run at 4 times his normal movement, so he would have been able to get away from all but one of the ghouls. Had he attempted to circle around, he would have only been able to perform a triple move at best, but he would have ended up putting him in a position where the remaining creatures would have all been able to attack him. So, playing the odds, he chose the one AoO. Had the AoO failed, he would have been able to get away cleanly on the next round. (I admit, I could have let that attack go, but I decided to let the dice roll count, and the hit was made. The sorcerer then failed the Fort save) One thing you should all undertstand. I am taking my group into the Tomb of Abysthor. ToA has a number of HIGH level encounters, interspersed with encounters of an appropriate level for a party to handle. ToA is designed so that characters can come back and make additional forays into the dungeon in order to accomplish a varying number of goals. Unfortunately, since my group's strategy is usually, break in the door and attack, they will more than likely die a number of times. I am trying to prevent that, by teaching them a lesson now, so that when they get to 10th level or beyond, they won't be as inclined to perform suicidal actions. By then, they will be practically married to their characters, and a TPK at that time will mean they lose everything. I don't want that to happen. Also, I had already pulled one of the players in my group aside and explained to him that there were going to be some tougher than normal encounters in this adventure, (This guy played the sorcerer, and he also DM's another campaign, so I figured he would know better) and that if the situation seemed too difficult to overcome, I wanted him to help me encourage the rest of the group to flee. Unfortunately, he did not do that. He was confident that the group would overcome the undead, but he did not take into consideration the bad luck they had with attack rolls. Anyway, the ranger who survived is going to go back to town, and he is going to pick up a new group of adventurers to join him. The group is also picking up a new player, so the party will now be comprised of the ranger, a cleric, a wizard, a rogue and a monk. This group might work well, although I have mentioned that a fighter or a paladin in place of the monk might be better suited for the party's overall chances for survival at lower levels. So, we will see how this turns out. I just hate TPK's, as it sucks the joy right out of the game. [/QUOTE]
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