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General Tabletop Discussion
*Dungeons & Dragons
DM advice: How do you NOT kill your party?
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<blockquote data-quote="Inchoroi" data-source="post: 7400071" data-attributes="member: 6752135"><p>What steps do I take to keep the party alive?</p><p></p><p>I don't take any.</p><p></p><p>I put monsters and give those monsters abilities where and when it makes sense based on the story. If they steamroll an encounter, more power to them! They should feel happy that they were badass! If, however, they go into a fight expecting it to be easy and find that it really is not, well, that's on them, too.</p><p></p><p>This happened just a couple sessions ago, actually. The party went whole-hog on a group of cultists, whom they <em>knew</em> for a fact had a lot of worshipers and magic. They still went for it. They killed a lot of them...but it got them down to the point where they had no choice but to retreat. They ran, hid in the dungeon and took a short rest. Since the bad guys were clever, but knew also that they had limited resources, they gambled: the head cultists started a ritual that would bring a very powerful creature to this plane of existence, into which the party walked mid-ritual. Fight for survival ensued.</p><p></p><p>All seemed to be lost, as the head priest bade his cultists continue the ritual and fought the party on his own. He was beating the party senseless, until a very lucky critical hit managed to sever the creature's shield arm. This single moment of luck changed the entire encounter, and it was glorious! Without that, the high priest would have eventually wore them down, until the ritual was complete and the extraplanar creature came through the gate they had created and, well, destroyed the party. </p><p></p><p>I didn't tell them this, but they had 3 rounds left when they stopped the ritual. Three rounds before a group of level 7 characters had to fight a CR 17.</p></blockquote><p></p>
[QUOTE="Inchoroi, post: 7400071, member: 6752135"] What steps do I take to keep the party alive? I don't take any. I put monsters and give those monsters abilities where and when it makes sense based on the story. If they steamroll an encounter, more power to them! They should feel happy that they were badass! If, however, they go into a fight expecting it to be easy and find that it really is not, well, that's on them, too. This happened just a couple sessions ago, actually. The party went whole-hog on a group of cultists, whom they [I]knew[/I] for a fact had a lot of worshipers and magic. They still went for it. They killed a lot of them...but it got them down to the point where they had no choice but to retreat. They ran, hid in the dungeon and took a short rest. Since the bad guys were clever, but knew also that they had limited resources, they gambled: the head cultists started a ritual that would bring a very powerful creature to this plane of existence, into which the party walked mid-ritual. Fight for survival ensued. All seemed to be lost, as the head priest bade his cultists continue the ritual and fought the party on his own. He was beating the party senseless, until a very lucky critical hit managed to sever the creature's shield arm. This single moment of luck changed the entire encounter, and it was glorious! Without that, the high priest would have eventually wore them down, until the ritual was complete and the extraplanar creature came through the gate they had created and, well, destroyed the party. I didn't tell them this, but they had 3 rounds left when they stopped the ritual. Three rounds before a group of level 7 characters had to fight a CR 17. [/QUOTE]
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DM advice: How do you NOT kill your party?
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