iserith
Magic Wordsmith
But there are certain DMs based on previous postings where the following scenario is "out of their hands",
- The PCs have a tough fight and are low on resources and badly wounded.
- They need to recover so they retreat and do their best to find a safe location.
- The DM rolls for a random encounter and happens to roll a really tough encounter.
- TPK because "the dice said that was the encounter they should get".
In some sense, it may be out of the DM's hands, though again I don't think it's helpful to think of things in terms of fault. My players, for example, understand that there's a certain structure as to how things work when it comes to random encounters and wandering monsters. They make decisions based on that. If I change it without notice, then I'm messing with their ability to make informed decisions and possibly with their agency which is undesirable.
I would also add that there's not necessarily a straight line between your third and fourth bulletpoint. There are some player choices to be made there, I would hope.
This or the "the entire party is climbing down a rope and the kobold cuts the rope" scenarios are what I see being along the same lines as a 1/6 chance of a PC dying if the enemy scores a critical hit. If the group is going through dangerous territory and know that they are knowingly putting themselves at risk then I let the dice fall where they may. But if they are taking every reasonable precaution, I'll give them a break now and then.
That's one of those situations where I need more details to determine if it's fair. The players would need to have at least some clue it's a possibility in my view and not just "Well, you were in dangerous territory!" either.
How? Well some ideas if that random encounter comes up as a fire giant patrol
- One of the PCs has the option of distracting the patrol.
- A chase scene for the entire group.
- Unexpected mysterious allies. Allies that may expect repayment in the future.
- Divine (or infernal) intervention, possibly setting up a warlock class for one of the PCs.
- The giants simply don't see the group because I'm the DM and it's more interesting for the group to have a holy **** moment than to kill them.
In other words just about anything other than a straight-up-fight that they're effectively guaranteed to lose because it was dictated by the dice.
I simply don't think it's fun to roll a die or look at my notes and tell the group they're dead. It's not dramatic, it's not telling an epic story of heroes overcoming adversity. It may not even be realistic and I don't care.
Again, I think this overlooks the importance of player choice. I may roll up a fire giant patrol and perhaps by their nature they're up for smashing low-level PCs and eating them, but that doesn't happen automatically. The players have some say in what happens next, right?
In any case, IMHO the DM always has the final say whether or not a PC dies.
While that's true in a technical sense, I think it is a bit too reductive a statement to be useful. There's more to it than that.