dave2008
Legend
@Retreater , reading through this thread it seems the TPKs usually happen because a PC falls quickly than there the rest fall like dominoes. This mostly occurs at low levels. Is that accurate?One struggle I've had as a GM is the pressure of building thrilling, challenging encounters that aren't too over-tuned that they risk TPKs at every turn. Invariably, it happens, and my campaign comes to a screeching halt. This isn't just "the occasional TPK" or "they made bad decisions." This is literally every campaign I've run since around the year 2000. Even my first Level Up campaign stumbled before the characters could reach 3rd level.
I don't fudge dice rolls and I roll in the open so it's hard to keep characters alive in standard d20 games without having every enemy take prisoners; making suboptimal tactical decisions to favor the players; running easy and boring fights.
Running and playing games like Daggerheart and Fabula Ultima - which put the decision of character death in the hands of the players - has removed a load of stress from me. I'd like to add something similar to my next Level Up campaign.
Blaze of Glory
Drop to 0 HP, immediately have an epic final stand (work with the GM on details). Die at the end of the action.
Permanent Injury
Drop to 0 HP. You'll automatically stabilize and survive the battle. Pick one of your 6 ability scores. You'll have permanent disadvantage on skill checks with that ability. You'll be required to retire the character after obtaining injuries in every ability score.
Call on Fate
Roll a d20. 1-9, you die. 10+, you regain HP as if you spent all your Hit Dice.
How do these look?
If so, here are two simple fixes (you can use one or both):
- Start with more HP.
- Active death saves: when you are dying and making death saves you can remain active (take actions) by taking one level of exhaustion.
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