Lanefan
Victoria Rules
No.Does every single campaign you play end in a TPK or something?
Should every single campaign I play in (or DM) have clear and obvious potential to end in a TPK?
Yes, it should.
No.Does every single campaign you play end in a TPK or something?
If I am understanding the scenario correctly, I would consider it probably unfair, based on the information you've presented me with.This bring to mind a general question for all:
What's your take on a situation where to save the party one character has to die - no other option - and this is clearly known to all.
An example might be a killer trap that the party's already set off once and moved on; but now it has reset and they realize the only way back out is to go through it and set it off again. Let's say for argument's sake the party have no teleport-like spells and no means of summoning anything.
Fair or unfair?
Fair - but probably unfun, at least with any of the groups I've ever played with.This bring to mind a general question for all:
What's your take on a situation where to save the party one character has to die - no other option - and this is clearly known to all.
An example might be a killer trap that the party's already set off once and moved on; but now it has reset and they realize the only way back out is to go through it and set it off again. Let's say for argument's sake the party have no teleport-like spells and no means of summoning anything.
Fair or unfair?
Mod Note:Don’t make INT the dump stat kids.
A good question.For instance, what should the DM do in the event that a particular encounter proves to be too much for the PCs, not because of any imbalance regarding the number or level/CR of the NPCs, but where a combination of bad die rolls (and good die rolls for the enemies) and canny tactics on the bad guys' parts (whether ascribed in a module or as run by a DM), put them in a position to wipe out the party? Does the DM play the bad guys to the hilt, not fudging their rolls or compromising on the effectiveness of their tactics? Or does the DM fudge the rolls and have the bad guys be less effective than they could otherwise be so the party can escape?
I think it is, yes.I'm wondering if the abstract nature of the topic, i.e. whether or not character death through no fault of the players' own is desirable or not, is muddying the discussion. If so, I'd narrow things to a particular example that seems more germane to what's being debated.
Makes sense. RAW in most editions of D&D, esp. 3E onwards, fleeing is pretty much certain death unless you seriously outnumber the side you're fleeing from (or are like, a dragon or something). PCs will usually be outnumbered when they try to flee and thus by the basic RAW will just all die (if you play fleeing out as round-to-round combat).I have specifically implemented fleeing rules to make it clear to the players that escape is an option.
One thing I really liked from Worlds Without Number (an OSR D&D-relative with some really smart design) is the Instinct score for NPCs (alongside Morale). It's basically "roll not to do something stupid". If they roll under their Instinct on a check, the DM should have them make a dumb tactical move - so trained and experienced soldiers will have a relatively low value, but some overpaid, exuberant mercs who are largely there to loot and plunder might be quite dangerous in a fight, but have a high Instinct and be likely to make tactical errors.I would prefer not to compromise on tactics, at least once the competence level of the enemies has been established. Although there is potentially room for the "deadly bad guy gets overconfident and sloppy once a couple of PCs have gone down and he thinks he's got them overmatched" factor to come in.
As DM, I do nothing here. The worsening situation for the PCs is just another decision point for the players: Do we flee? Do we parley? Do we fight to the death? Then we see where the emerging story goes.I'm wondering if the abstract nature of the topic, i.e. whether or not character death through no fault of the players' own is desirable or not, is muddying the discussion. If so, I'd narrow things to a particular example that seems more germane to what's being debated.
For instance, what should the DM do in the event that a particular encounter proves to be too much for the PCs, not because of any imbalance regarding the number or level/CR of the NPCs, but where a combination of bad die rolls (and good die rolls for the enemies) and canny tactics on the bad guys' parts (whether ascribed in a module or as run by a DM), put them in a position to wipe out the party? Does the DM play the bad guys to the hilt, not fudging their rolls or compromising on the effectiveness of their tactics? Or does the DM fudge the rolls and have the bad guys be less effective than they could otherwise be so the party can escape?