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<blockquote data-quote="Chen_93" data-source="post: 4438163" data-attributes="member: 68883"><p>Lets see first you were in range to be grabbed by a purple worm as the wizard. This in and of itself is probably not a wise idea. Its a stupid monster. A defender should probably have had a decent time at holding it in place and wizard keeping range.</p><p></p><p>Now, forgetting that first point, after it grabbed you, no one was able to force move it away from you to break the grab. Further you could not dimension door or use a magic item or whatever to escape (though these may not have been available). </p><p></p><p>Finally the cleric did not heal you. This make me assume you did not roll sufficiently on your knowledge rolls for the creature to learn what its powers are. </p><p></p><p>So, to summarize:</p><p>1) Your wizard was in a bad situation (up in melee range of a brute) </p><p>2) No one was able to help him get away once it attacked (no forced movement after you were grabbed)</p><p>3) You could not get away using any escape methods once you were grabbed</p><p>4) Your cleric did not heal you, implying your group all failed their knowledge roll to learn the monsters abilities.</p><p></p><p>Conclusions: Point 1 was an error. Points 2-4 could have simply been bad luck (poor rolls) but you needed bad luck on the part of far too many people to really expect anything different. If I miss all my attacks in an encounter someone could die. In this case if everything was done to try and save the wizard AND he made the error of being up close and personal with a purple worm, well frankly he deserved to die. Thats the way the dice roll, adventuring is not a "safe" business.</p><p></p><p>Now whether or not the party should have been fighting something you required 18s to effect with basic abilities is another issue, and more one with the DM. It also makes those "poor luck rolls" far more likely and thus increase the chance of castrophe by a fair amount.</p></blockquote><p></p>
[QUOTE="Chen_93, post: 4438163, member: 68883"] Lets see first you were in range to be grabbed by a purple worm as the wizard. This in and of itself is probably not a wise idea. Its a stupid monster. A defender should probably have had a decent time at holding it in place and wizard keeping range. Now, forgetting that first point, after it grabbed you, no one was able to force move it away from you to break the grab. Further you could not dimension door or use a magic item or whatever to escape (though these may not have been available). Finally the cleric did not heal you. This make me assume you did not roll sufficiently on your knowledge rolls for the creature to learn what its powers are. So, to summarize: 1) Your wizard was in a bad situation (up in melee range of a brute) 2) No one was able to help him get away once it attacked (no forced movement after you were grabbed) 3) You could not get away using any escape methods once you were grabbed 4) Your cleric did not heal you, implying your group all failed their knowledge roll to learn the monsters abilities. Conclusions: Point 1 was an error. Points 2-4 could have simply been bad luck (poor rolls) but you needed bad luck on the part of far too many people to really expect anything different. If I miss all my attacks in an encounter someone could die. In this case if everything was done to try and save the wizard AND he made the error of being up close and personal with a purple worm, well frankly he deserved to die. Thats the way the dice roll, adventuring is not a "safe" business. Now whether or not the party should have been fighting something you required 18s to effect with basic abilities is another issue, and more one with the DM. It also makes those "poor luck rolls" far more likely and thus increase the chance of castrophe by a fair amount. [/QUOTE]
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