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<blockquote data-quote="Anguish" data-source="post: 3755690" data-attributes="member: 27032"><p>My opinion is that the idea of overpowered encounters is a good one. That being said, I think that such an encounter needs to have a pretty serious margin of error. For instance, if you have a party of 1st-level PCs go into a cave to discover a huge, deadly dragon, it should be lazy and sluggish at first, giving the players a round or two to get the heck out. If they insist on sticking around they're meat.</p><p></p><p><strong>Key summary: players should have the opportunity to realize the nature of their mistakes, and back off.</strong></p><p></p><p>In the rabbit scenario, the problem is that the players made a single mistake of engaging without sufficient intel, and *poof* that's it. Mind you, only one PC was lost. That's fairly reasonable. Still, any situation that's designed with a TPK as a very real possibility needs to have a LARGE number of other possibilities. Not one. And honestly, "many ways of finding out there's a lot of bad stuff in the cave" is just one in my book. Players want to play. They want to push, they want to excel, they want to exceed last week's successes. They want to try, even insane odds.</p><p></p><p><strong>Final thought: They should have a chance to try. What's more fun; finding out there's a "really insanely powerful thing in the next room" because you rolled a 19 on your Gather Information, and walking away... or opening the door, seeing the powerful thing, taking a swing, rolling 19 on a d20 and hearing "miss", realizing it's got some hugely un-hittable AC, THEN running away in terror? Players want to play. Let them.</strong></p></blockquote><p></p>
[QUOTE="Anguish, post: 3755690, member: 27032"] My opinion is that the idea of overpowered encounters is a good one. That being said, I think that such an encounter needs to have a pretty serious margin of error. For instance, if you have a party of 1st-level PCs go into a cave to discover a huge, deadly dragon, it should be lazy and sluggish at first, giving the players a round or two to get the heck out. If they insist on sticking around they're meat. [b]Key summary: players should have the opportunity to realize the nature of their mistakes, and back off.[/b] In the rabbit scenario, the problem is that the players made a single mistake of engaging without sufficient intel, and *poof* that's it. Mind you, only one PC was lost. That's fairly reasonable. Still, any situation that's designed with a TPK as a very real possibility needs to have a LARGE number of other possibilities. Not one. And honestly, "many ways of finding out there's a lot of bad stuff in the cave" is just one in my book. Players want to play. They want to push, they want to excel, they want to exceed last week's successes. They want to try, even insane odds. [b]Final thought: They should have a chance to try. What's more fun; finding out there's a "really insanely powerful thing in the next room" because you rolled a 19 on your Gather Information, and walking away... or opening the door, seeing the powerful thing, taking a swing, rolling 19 on a d20 and hearing "miss", realizing it's got some hugely un-hittable AC, THEN running away in terror? Players want to play. Let them.[/b] [/QUOTE]
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