Scott Christian
Hero
Oh, I hear ya. Eight players is a lot. And, as usual, some did not know their characters, despite having played them for a year. But other players knew their characters very well and could squeeze every ounce of damage from them when needed. Myself, playing a warlock that refused to take damage spells could not partake in that. But he could create so much havoc. And besides, we had seven other players that could do damage. (That was my rationale for playing such a character. I mean, when was I going to have that chance again?)There's a couple of problems with your scenario. First, you had 8 players. Second, you had 8 players.
I just had a level 20 game and 1 PC died*, another was unconscious, several of the others were close to death at the end. PC spells included things like a meteor storm, a divine intervention and a paladin with holy avenger in the party giving everyone 1/2 damage from spells. I had planned on making the encounter a bit more difficult by having another wave, but probably good thing I didn't since it likely would have ended in a TPK. Would have been kind of a sad way to end the main campaign (we may revisit the PCs later).
*Admittedly they were revived, but that it was just luck that the cleric hadn't gone down as well and had the spell available. Perma-death has always been rare after a certain level in most D&D games.
And that sounds like a close call for level 20. Nice to see they still felt the danger from the encounter. I think we all strive for that as DMs. Sometimes it works and sometimes it doesn't. I personally err a bit too much on the cautious side. But it has benefitted me greatly when tough encounters arise, as the players seem particularly on edge when it looks like it might not go their way.