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So, how hard is it to kill PCs anyway?
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<blockquote data-quote="Oofta" data-source="post: 7341924" data-attributes="member: 6801845"><p>Tactics, of both the party and the monsters, makes a huge difference. Split the party, focus fire on the healer, double tap when people are down. Repeat. Or just throw more monsters - particularly send in waves coming from different directions at higher levels.</p><p></p><p>However, if you ever think "In order for the next part of my campaign to work the PCs have to ____". Where the blank can be "talk to Bob the Butcher and convince him to stop selling mystery meat" or "must all die in battle". I'd rethink my plans. Sometimes it makes to have a bit of a railroad scenario, and I've run and played in fun campaigns where the one true path was laid out before the PCs.</p><p></p><p>But you have to be careful. If the players feel like they have no agency, that their decisions don't matter, that there's no save vs box text, a lot of players won't enjoy it. So if you really want a campaign arc where everyone dies in battle, bring it up ahead of time. If it's a foregone conclusion, there's not really even a reason to play out the encounter. While it may not work for all groups, some groups will have fun coming up with a story of how they all died valiantly saving the day (or really screwed up a heist). I could see a session where you start "dead" and different people tell different parts of the story through "flashbacks" as they tell different parts of how they met their demise.</p><p></p><p>However, don't be surprised when Bob says "If my character dies that's it. He's dead, I don't want to play that character any more."</p></blockquote><p></p>
[QUOTE="Oofta, post: 7341924, member: 6801845"] Tactics, of both the party and the monsters, makes a huge difference. Split the party, focus fire on the healer, double tap when people are down. Repeat. Or just throw more monsters - particularly send in waves coming from different directions at higher levels. However, if you ever think "In order for the next part of my campaign to work the PCs have to ____". Where the blank can be "talk to Bob the Butcher and convince him to stop selling mystery meat" or "must all die in battle". I'd rethink my plans. Sometimes it makes to have a bit of a railroad scenario, and I've run and played in fun campaigns where the one true path was laid out before the PCs. But you have to be careful. If the players feel like they have no agency, that their decisions don't matter, that there's no save vs box text, a lot of players won't enjoy it. So if you really want a campaign arc where everyone dies in battle, bring it up ahead of time. If it's a foregone conclusion, there's not really even a reason to play out the encounter. While it may not work for all groups, some groups will have fun coming up with a story of how they all died valiantly saving the day (or really screwed up a heist). I could see a session where you start "dead" and different people tell different parts of the story through "flashbacks" as they tell different parts of how they met their demise. However, don't be surprised when Bob says "If my character dies that's it. He's dead, I don't want to play that character any more." [/QUOTE]
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So, how hard is it to kill PCs anyway?
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