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<blockquote data-quote="ruemere" data-source="post: 5177749" data-attributes="member: 5515"><p>Gestalt characters at lower levels are not particularly stronger than normal characters - economy of actions, low level spells and number of hitpoints make them rather vulnerable.</p><p>Also, low number of characters (3), minus one, results in significantly decreased damage output.</p><p></p><p>So, what you have had actually, was more like a party two levels lower.</p><p></p><p></p><p></p><p>This was a very risky encounter from the beginning. High CR difference (estimated 2 APL vs 5 CR) means also that the characters likely to face abilities they have no significant counters from.</p><p></p><p>Additionally, this particular monster has nasty special abilities, which are particularly challenging for parties running out of resources, namely summon and bleed.</p><p></p><p>So, what you have used, was a monster which attacked the weak sides of the party.</p><p>Additionally, this guy has teleport, 40' speed and great skills - running away would not save them.</p><p></p><p></p><p></p><p>Personally, I like long campaigns. I don't hit parties with overwhelming monsters unless some foreshadowing is provided, and even then I usually build in some escape route.</p><p>Also, I consider a TPK to be a fail for everyone involved - TPK is the end of the story, loss of carefully laid out plans and sad way for heroes to leave the stage.</p><p></p><p>So while I would probably punish the characters for their stupidity, I would do two things:</p><p>1. Prevent TPK without patronizing characters (i.e. no last minute high level NPC saviours).</p><p>2. Punish characters without patronizing the players (i.e. don't let them feel being subjected to GM's rare moment of grace).</p><p></p><p>Examples of getting out of the clinch (i.e. TPK):</p><p>- the devil offers to let them live if one of the characters sells his soul (getting out of that bargain could make for a nice campaign arc)</p><p>- the devil kills the characters, however several days later another adventurer party raises them (15K GP is not a great issue for higher level character, and raising guys who probably know locale and could possibly become worthy cohorts is fine) - working off debt is also a nice story hook</p><p>- one of the characters rises as wight. Crying dry tears over his terrifying state, he grabs bodies of his friends and, while still sane, tries to make it in time to some temple in hope of getting redeemed.</p><p></p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 5177749, member: 5515"] Gestalt characters at lower levels are not particularly stronger than normal characters - economy of actions, low level spells and number of hitpoints make them rather vulnerable. Also, low number of characters (3), minus one, results in significantly decreased damage output. So, what you have had actually, was more like a party two levels lower. This was a very risky encounter from the beginning. High CR difference (estimated 2 APL vs 5 CR) means also that the characters likely to face abilities they have no significant counters from. Additionally, this particular monster has nasty special abilities, which are particularly challenging for parties running out of resources, namely summon and bleed. So, what you have used, was a monster which attacked the weak sides of the party. Additionally, this guy has teleport, 40' speed and great skills - running away would not save them. Personally, I like long campaigns. I don't hit parties with overwhelming monsters unless some foreshadowing is provided, and even then I usually build in some escape route. Also, I consider a TPK to be a fail for everyone involved - TPK is the end of the story, loss of carefully laid out plans and sad way for heroes to leave the stage. So while I would probably punish the characters for their stupidity, I would do two things: 1. Prevent TPK without patronizing characters (i.e. no last minute high level NPC saviours). 2. Punish characters without patronizing the players (i.e. don't let them feel being subjected to GM's rare moment of grace). Examples of getting out of the clinch (i.e. TPK): - the devil offers to let them live if one of the characters sells his soul (getting out of that bargain could make for a nice campaign arc) - the devil kills the characters, however several days later another adventurer party raises them (15K GP is not a great issue for higher level character, and raising guys who probably know locale and could possibly become worthy cohorts is fine) - working off debt is also a nice story hook - one of the characters rises as wight. Crying dry tears over his terrifying state, he grabs bodies of his friends and, while still sane, tries to make it in time to some temple in hope of getting redeemed. Regards, Ruemere [/QUOTE]
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