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*TTRPGs General
Stupid player decisions + bad dice rolls = dead PC
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<blockquote data-quote="Czhorat" data-source="post: 1156228" data-attributes="member: 13826"><p>The bad thing is that if you fudge too often in favor of the players you sap all feelings of suspense and excitement from the game. Nobody's going to believe a threat if you always fudge to save them from their own mistakes, and nobody will bother trying to be smart if you save them from their own stupidity. That being said...</p><p></p><p>In the first case (the orc ambush), you seem to have done the right thing by not having the group slaughtered. Unless they were failing to take what should have been obvious precautions, the group could hardly be blamed for missing spot checks and getting caugth in a pitched battle that they couldn't win. If they start out surrounded through no fault of their own and the dice go badly, then I think they deserve a little assist.</p><p></p><p>The other situation is worse. It would have been preferable for the cleric character to die, but if he didn't there's no reason you couldn't have had the villain take the bard prisoner - perhaps to torture or interrogate him, perhaps even to strip him of his equipment and set him free as a taunt to the rest of the party. Since your villain took the time to chase the cleric instead, perhaps you could start next session by declaring that you forgot to roll the bard's 10% chance to naturally stabilize, and he did at, say, -8 hit points? You could even fudge the unconciousness rules a bit and rule that the through his blood and the growing fog of unconciousness, the bard saw his companion drink a healing potion, throw something, and run away. You could let the players deal with the recriminations about leaving a companion to die while in character.</p><p></p><p>As an aside, what level are these characters? Are they high enough to justify being raised, or to be able to do it themselves? Or is it new character time for the bard's player?</p></blockquote><p></p>
[QUOTE="Czhorat, post: 1156228, member: 13826"] The bad thing is that if you fudge too often in favor of the players you sap all feelings of suspense and excitement from the game. Nobody's going to believe a threat if you always fudge to save them from their own mistakes, and nobody will bother trying to be smart if you save them from their own stupidity. That being said... In the first case (the orc ambush), you seem to have done the right thing by not having the group slaughtered. Unless they were failing to take what should have been obvious precautions, the group could hardly be blamed for missing spot checks and getting caugth in a pitched battle that they couldn't win. If they start out surrounded through no fault of their own and the dice go badly, then I think they deserve a little assist. The other situation is worse. It would have been preferable for the cleric character to die, but if he didn't there's no reason you couldn't have had the villain take the bard prisoner - perhaps to torture or interrogate him, perhaps even to strip him of his equipment and set him free as a taunt to the rest of the party. Since your villain took the time to chase the cleric instead, perhaps you could start next session by declaring that you forgot to roll the bard's 10% chance to naturally stabilize, and he did at, say, -8 hit points? You could even fudge the unconciousness rules a bit and rule that the through his blood and the growing fog of unconciousness, the bard saw his companion drink a healing potion, throw something, and run away. You could let the players deal with the recriminations about leaving a companion to die while in character. As an aside, what level are these characters? Are they high enough to justify being raised, or to be able to do it themselves? Or is it new character time for the bard's player? [/QUOTE]
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