Psikerlord#
Explorer
As a player, and GM, I prefer the "no fudging" approach with respect to dice. There are other (better I think) ways to help PCs in danger - drawing opportunity attacks, morale rules, 3rd party intervention, etc.
Ideally (and sadly absent from 5e) there should be some kind of concrete "party retreat" mechanic, so if PCs truly get in over their heads, they can run away (with a potential cost to be paid). 13th Age has something like this, where the party suffers a "campaign loss".
For 5e, I would suggest something like make a group check - dexterity check - to escape, and any PC reduced to half HP or less when the retreat occurs must make the equivalent of a death save (10+ I think) or roll on the Lingering Injuries table (optional rule from DMG).
Ideally (and sadly absent from 5e) there should be some kind of concrete "party retreat" mechanic, so if PCs truly get in over their heads, they can run away (with a potential cost to be paid). 13th Age has something like this, where the party suffers a "campaign loss".
For 5e, I would suggest something like make a group check - dexterity check - to escape, and any PC reduced to half HP or less when the retreat occurs must make the equivalent of a death save (10+ I think) or roll on the Lingering Injuries table (optional rule from DMG).