Lord Zardoz
Explorer
mmu1 said:I'm at the end of my rope, here. I've been running a campaign for a while, and it had been going pretty well, until four sessions ago, when all luck seems to have abandoned the characters (and the players).
(and much hilarity ensues)
I say try to roll with it, and find a way to extract some entertainment from the perpetual failures. Let the bad guy win this time and move onto what happens next.
I would also recommend implementing some form of action point system, so that you can mitigate the frustration from near misses. Rolling a d20 10 times and coming up with 1, 2, and 3 in some combination can be funny. Hitting 13, 13, 14, and 12 when you need a 15 to succeed is what drives people insane.
Also, rather than fudge dice rolls, you could engage in some suboptimal tactics. Provoke some AoO's while moving. Attempt a Sunder, Bullrush, Trip, or Disarm without the feats. The way your players are rolling, it would be entertaining to disarm a player, pick up his weapon, than kill him with it. Attempt to attack at 2 or more range increments away. Try two weapon fighting with two medium sized weapons and no two weapon fighting feats.
Lastly, if your using humanoid opponents, you can go for capture and humiliate rather than kill. If your players are getting rocked by Fireball, bust out Stinking Cloud, Web, Grease, and Whelm (from PHB2).
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