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When does a TPK occur?
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<blockquote data-quote="Jhaelen" data-source="post: 6965937" data-attributes="member: 46713"><p>IME, it's almost always random/standard encounters, often coupled with terrain/obstacles that turn out to be detrimental.</p><p></p><p>Typically, they're caused by the players underestimating the threat and/or trying to limit the expenditure of their resources (e.g. spells, powers, magic items) to save them up for 'a harder encounter'. By the time they recognize the danger it's often too late, especially, if the terrain or circumstances prevent an easy escape.</p><p>Also, a small percentage of the encounters I design aren't meant to be winnable - at least not using straight combat. Sometimes the players just don't get the hints.</p><p></p><p>(Sub)Boss fights, on the other hand typically don't happen as a surprise. Often the players have ample warning and prepare and plan for the encounter. They also tend to go all-out because they know the encounter is going to be tough. So, as a result, TPKs are very rare in such a situation (unlike the death of one or two PCs, which isn't unusual, especially in the higher level ranges).</p><p></p><p>Note, that I'm not a fan of traps, so they rarely come up in my games. Especially those elaborate, deadly room traps aren't my idea of fun, not to mention completely unrealistic even for a high-fantasy setting.</p><p></p><p>'Condition effects' can of course contribute to a TPK, if they're caused by monster abilities, but in the systems/editions I use, they're never of the 'save or die' type, so they're only a minor factor.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 6965937, member: 46713"] IME, it's almost always random/standard encounters, often coupled with terrain/obstacles that turn out to be detrimental. Typically, they're caused by the players underestimating the threat and/or trying to limit the expenditure of their resources (e.g. spells, powers, magic items) to save them up for 'a harder encounter'. By the time they recognize the danger it's often too late, especially, if the terrain or circumstances prevent an easy escape. Also, a small percentage of the encounters I design aren't meant to be winnable - at least not using straight combat. Sometimes the players just don't get the hints. (Sub)Boss fights, on the other hand typically don't happen as a surprise. Often the players have ample warning and prepare and plan for the encounter. They also tend to go all-out because they know the encounter is going to be tough. So, as a result, TPKs are very rare in such a situation (unlike the death of one or two PCs, which isn't unusual, especially in the higher level ranges). Note, that I'm not a fan of traps, so they rarely come up in my games. Especially those elaborate, deadly room traps aren't my idea of fun, not to mention completely unrealistic even for a high-fantasy setting. 'Condition effects' can of course contribute to a TPK, if they're caused by monster abilities, but in the systems/editions I use, they're never of the 'save or die' type, so they're only a minor factor. [/QUOTE]
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