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One of my players screwed up. Hard. How do I make it fun without doing a tpk? LMoP
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<blockquote data-quote="pming" data-source="post: 7302548" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>First, there is absolutely nothing wrong with a TPK. If you, as DM, try and find ways "around it", then you, imho, are robbing the players of both the chance to learn from their mistakes as well as cheapening the success of when the player has a PC get to mid to high level. But that's just my "Old Skool Killer-DM" thoughts on the game.</p><p></p><p>Second, sounds like you are making the "video game mechanics" assumption. In a video game, when some period of time tic's off, "POOF!" something can go from 0% to 100%; your Flame Skull, for example. Nothing in the books, as far as I can remember, touches on any specifics....this is a key feature of 5e; leaving the 'specifics' up to the individual DM. So, how I would run it, is that after about half hour, the wizard gets a Perception check to notice that some cracks that were there before, aren't there now. Then, after another turn (10 Minutes), another Perception to notice that the skull is getting warm. Etc...etc...etc...if the player/s don't clue in by the end of the hour, then yea...TPK comin' at'cha! This, to me, seems much more logical...from a campaign world POV.</p><p></p><p>I mean, with 5e's base "you are healed after a full nights rest", surely you don't describe it as "<em>Ok, as soon as you stand up from your bed, your broken bones instantly knit, all your gashes and cuts dissappear in an instant, and your internal bleeding stops. Oh, and your right side, where you got flame breath'ed...heals over in about 2 seconds. You stretch, smile, and go down stairs to get some breakee</em>". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p><em>PS: Remember, YOU don't cause TPK's...that's all on your players. Well, unless you did it on purpose, in which case, I guess it is on you.</em></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7302548, member: 45197"] Hiya! First, there is absolutely nothing wrong with a TPK. If you, as DM, try and find ways "around it", then you, imho, are robbing the players of both the chance to learn from their mistakes as well as cheapening the success of when the player has a PC get to mid to high level. But that's just my "Old Skool Killer-DM" thoughts on the game. Second, sounds like you are making the "video game mechanics" assumption. In a video game, when some period of time tic's off, "POOF!" something can go from 0% to 100%; your Flame Skull, for example. Nothing in the books, as far as I can remember, touches on any specifics....this is a key feature of 5e; leaving the 'specifics' up to the individual DM. So, how I would run it, is that after about half hour, the wizard gets a Perception check to notice that some cracks that were there before, aren't there now. Then, after another turn (10 Minutes), another Perception to notice that the skull is getting warm. Etc...etc...etc...if the player/s don't clue in by the end of the hour, then yea...TPK comin' at'cha! This, to me, seems much more logical...from a campaign world POV. I mean, with 5e's base "you are healed after a full nights rest", surely you don't describe it as "[I]Ok, as soon as you stand up from your bed, your broken bones instantly knit, all your gashes and cuts dissappear in an instant, and your internal bleeding stops. Oh, and your right side, where you got flame breath'ed...heals over in about 2 seconds. You stretch, smile, and go down stairs to get some breakee[/I]". ;) [I]PS: Remember, YOU don't cause TPK's...that's all on your players. Well, unless you did it on purpose, in which case, I guess it is on you.[/I] ^_^ Paul L. Ming [/QUOTE]
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One of my players screwed up. Hard. How do I make it fun without doing a tpk? LMoP
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