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<blockquote data-quote="Capellan" data-source="post: 518507" data-attributes="member: 6294"><p>I don't go looking for TPKs, though I have had them in the past.</p><p></p><p>There can be a lot of reasons they happen: freakishly bad luck, bad judgement (either by the DM in creating the encounter or the PCs in tackling it) or because it is a "pull out all the stops" end of campaign bonesnapper.</p><p></p><p>In my home games, I generally avoid character death unless the player makes if inevitable - I'm not a fan of regular use of <em>raise</em> spells, even when the PCs are capable of using them, so I don't want to create too many opportunities for it to happen.</p><p></p><p>The home games of others, however, are different - and if everyone in the group is happy with that style of play, then more power to them. I know some players feel 'cheated' if it seems like the DM has 'gone easy' on them. I can understand that, and I do my best to avoid fudging dice rolls for just that reason. Instead, I generally set the EL of encounters as if I only had 4 players, even though most sessions I have 5-6. The fights can still be very tense, but the PCs generally have a little extra buffer due to the additional manpower, which allows them to stabilise people.</p><p></p><p>Con games, on the other hand, are a different matter. They tend to depend on the subject or system of the module. TPKs in Call of Cthulhu or Masque of the Red Death, for instance, are quite acceptable <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Capellan, post: 518507, member: 6294"] I don't go looking for TPKs, though I have had them in the past. There can be a lot of reasons they happen: freakishly bad luck, bad judgement (either by the DM in creating the encounter or the PCs in tackling it) or because it is a "pull out all the stops" end of campaign bonesnapper. In my home games, I generally avoid character death unless the player makes if inevitable - I'm not a fan of regular use of [i]raise[/i] spells, even when the PCs are capable of using them, so I don't want to create too many opportunities for it to happen. The home games of others, however, are different - and if everyone in the group is happy with that style of play, then more power to them. I know some players feel 'cheated' if it seems like the DM has 'gone easy' on them. I can understand that, and I do my best to avoid fudging dice rolls for just that reason. Instead, I generally set the EL of encounters as if I only had 4 players, even though most sessions I have 5-6. The fights can still be very tense, but the PCs generally have a little extra buffer due to the additional manpower, which allows them to stabilise people. Con games, on the other hand, are a different matter. They tend to depend on the subject or system of the module. TPKs in Call of Cthulhu or Masque of the Red Death, for instance, are quite acceptable :) [/QUOTE]
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