Flexor the Mighty!
18/100 Strength!
Why didn't they retreat when it was obvious that they couldn't win? Why would a wisdom check let them know they "could" beat a serious daemon? Sounds like a brainfart on your players part.
SpuneDagr said:After sitting there, thinking for a bit, I reconsidered and decided that a 10 should have been a success. It was pretty obvious that he was really powerful, what with his aloof maner and palpable aura of pure evil.
Neither I nor my players wanted things to end this way, so I told them that their deaths had been a horrid vision seen in the hypnotic eyes of the creature to scare them.
Live and learn, I guess.
Psion said:
Seems rather simple now, but in a way it is rather profound. I find it silly now that some people "fudge dice rolls" to save PCs -- if they didn't want the PCs to die at that point, why did they put the lethal encounter in in the first place?
arcady said:Hmmm...
If they took it on and died, they should stay dead.
Psion said:
Looking back, that probably wasn't too clever. I still have a "let the dice fall where they may" philosophy, but it occurred to me that, while this is a good philosophy, there is a vital philosophy that goes with it:
Don't put something in your adventure that has the possibility of killing the PCs unless you really want there to be a possibility to kill the PCs at that point.
Seems rather simple now, but in a way it is rather profound. I find it silly now that some people "fudge dice rolls" to save PCs -- if they didn't want the PCs to die at that point, why did they put the lethal encounter in in the first place?
I personally like to put encounters here and there (too too frequently mind you) that are a little beyond the party so they learn there are other ways to get past something besides killing it. Avoiding an encounter, in my game anyways, can also gain you xps.