Lord Tirian said:I don't know what tactics your players tried, but the ogre is a classical "run away" critter. With its movement of 30 ft., it's not too fast, so the best (and only really good) way to deal with it, is keep running, keep shooting.
Indeed. A party where all four die is a party that stuck around at least 3 round too long.
It's a bit like running a WWII adventure, having the platoon fire a bazooka at the Panther IV's frontal armor, and deciding it's unfair that it "can't" be destroyed. It of course can, it just requires better tactics (run away, run away and call an airstrike, get it in the bottom, rear, or treads instead of the frontal armor, etc.) rather than standing up straight to die instantly.
To put it another way, the problem here was a combination of 1st level characters and 1st level players . . . a seasoned NPC guide or tavern dweller to tell them what a ogre was and how it torn up a whole village militia back 12 seasons ago, yadda yadda, might have saved their lives.
Lord Tirian said:But that is also the much maligned lethality of low-level D&D - IMHO, D&D starts to become fun around 3rd+ level, because then you can withstand more than one hit (others call the region from 6th to around 10th the "sweet spot", where D&D is heroic, but has not arrived in teleport-überbuff-and-crazy-magic, that some dislike).
1st & 2nd level D&D is great fun, as it's a great adventure where death lies behind any false moves. It actually requires more talented and daring play than higher level ubermunchkin build-playing.
Lord Tirian said:The important point is: CR is a good eye-balling, but in the end, you have to look at your monsters individually. Your party was a bit weak on the frontline side, so a big hitter is naturally far harder - know your party, CR is only a rough guideline.
Nod, a ranger is a lot weaker than a fighter, barbarian, or paladin, among other reasons because they tend to hang back and don't take the meatshield role. A party with no meatshield is in trouble.