Can you give a few other examples of surprising TPKs?
The wererat example you gave didn't really have a surprising outcome and the "tactics" (if you could call it that) of the group didn't help their position. Maybe that was an outlier, but it's hard to judge without taking a look at more data.
Are you sure exhaustion would be useful?
Every level exhaustion lowers almost any d20 roll (including death saves) by 2, which would lower their chances to do things further.
Luckily this question was in the A5E part, so exhaustion doesn't exist in that ruleset ;)
Changing monsters can always change things. I remember WotC's "oopsies" when one of the enemies was massively strengthened between the time the first adventure was written and when the rules were finally published. This led to a challenging roadside encounter becoming a potential death trap.
Or...
Also... you (as the gm) might notice problems with their plans that their characters could also know but if they just rely on what the players know (probably also "reduced" for low level characters that are inexperienced) they might think that it's "good roleplay" to act like a newb even if the...
I think the "sneak attack" from the A5E wererats was the result of the advantage from pack tactics which allow them to add +2d6 damage.
This could result in 2 attacks at +(5+8) with advantage (plus expertise from flanking) dealing 3d6+2 damage each. That still might need a crit or above average...
Speaking of guidelines... How many combat (and other resource draining) encounters do you usually have per long rest?
D14 assumes 6-8 medium/hard encounters per long rest with 2 short rests per long rest.
D24 doesn't mention short rests (they removed them from many features) but the...
Have you tried compiling (or recording) one of those combats in detail (down to every roll) to do a deep dive into if it was just dumb luck/unluck, tactical errors (or "too effective" tactics) or whatever other factor?
We sometimes have the opposite effect in our games when after (and usually...
Once you fail a save versus the grapple you don't have to roll again but I'd allow multiple potential saves since things like agonizing blast also work for each and the warlock can only grapple one creature, once they use eldritch grasp on someone else the other grapple ends.
An observation I had when I read a few pages at a local con (and on public transport) yesterday... Maybe it's because I printed the pdf at half size but I had to strain to read the content of the colored boxes as the colors (and shading) didn't make it that easy to read them.
If things aren't...
If you did that then having disadvantage on attacks would not only be equivalent to "all your targets have advantage on their saves against your effects"
But also, turning all saves into attacks would add a 5% auto-fail to any effect.
Do you really want that?
As for the example... since you...
Aren't skill rolls just ability rolls where you might add your proficiency bonus if you are proficient in the skill?
So, would you get disadvantage if you weren't proficent in the skill? ;)
Also, I don't think the daggerheart "solutions" would be appropriate to A5E (or D&D)...
What's the limit...
Just wondering... do pregen sheets for the 4 characters on the cover already exist?
Also, has anyone already compiled "care packages" for players already? I might just compile a larger pdf document with the class and all other rules the player could need (like spells/combat maneuvers/...) to...
Another option would be the "Selfless Sentinel" Combat Tradition (from "Secrets of the Selkies", recently reprint in "Martial Artistry" - which also offers more "defensive" options)
The maneuvers (1.-3. degree) are:
1st: Bodyguard Stance, Selfless Shove, Stay Close, Take the hit
2nd: Bond...