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Advice for running a con game
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<blockquote data-quote="Numlock" data-source="post: 5506972" data-attributes="member: 6669286"><p>Well, a rule of thumb to prevent TPK is that characters should not die only because of bad rolls. As GM it's your responsibility to make sure of that, and keep it somewhat logical and realistic at the same time. Fudging your bad guys dice rolls, adjusting your DC's down, letting the cavalry arrive, let the bad guys make stupid decisions, allow the players to cheat (to some extend), encouraging the players to try and acquire bonuses (divine intervention, crazy moves, the works) and be generous with those bonuses.</p><p></p><p>If a player, or more than one, has such bad luck that it's funny, you shouldn't feel guilty for giving absurd, yet funny, advantages to that players, or players.</p><p></p><p>Example:</p><p></p><p>An Orc shoots a crossbow bolt at character 1, called Bob. The Orc rolls high enough and hits Bob. Bob's player had bad luck for the entire session and Bob is low on hitpoints. If Bob's player now rolls a very low number on Bob's defense roll, you should make something up so Bob doesn't get hurt. Assume Bob has 3 HP left.</p><p></p><p>GM: The Orc shoots, and he hits Bob. 5 damage. What do you do?</p><p>Bob's player: I try to block the bolt with my shield. I roll a ... 1 ... <strong>again</strong></p><p>GM: Okay, you fail so badly at blocking you trip over your shield and fall. The bolt misses you.</p><p></p><p>If that is what it takes to make sure a character doesn't die of bad rolls alone, then do it. Of course if player's make stupid decisions, let their characters die.</p></blockquote><p></p>
[QUOTE="Numlock, post: 5506972, member: 6669286"] Well, a rule of thumb to prevent TPK is that characters should not die only because of bad rolls. As GM it's your responsibility to make sure of that, and keep it somewhat logical and realistic at the same time. Fudging your bad guys dice rolls, adjusting your DC's down, letting the cavalry arrive, let the bad guys make stupid decisions, allow the players to cheat (to some extend), encouraging the players to try and acquire bonuses (divine intervention, crazy moves, the works) and be generous with those bonuses. If a player, or more than one, has such bad luck that it's funny, you shouldn't feel guilty for giving absurd, yet funny, advantages to that players, or players. Example: An Orc shoots a crossbow bolt at character 1, called Bob. The Orc rolls high enough and hits Bob. Bob's player had bad luck for the entire session and Bob is low on hitpoints. If Bob's player now rolls a very low number on Bob's defense roll, you should make something up so Bob doesn't get hurt. Assume Bob has 3 HP left. GM: The Orc shoots, and he hits Bob. 5 damage. What do you do? Bob's player: I try to block the bolt with my shield. I roll a ... 1 ... [B]again[/B] GM: Okay, you fail so badly at blocking you trip over your shield and fall. The bolt misses you. If that is what it takes to make sure a character doesn't die of bad rolls alone, then do it. Of course if player's make stupid decisions, let their characters die. [/QUOTE]
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