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<blockquote data-quote="Hadit" data-source="post: 548574" data-attributes="member: 9460"><p>Pretty much everything I have read here is level-headed advice. </p><p>My own: That's a rough-as-nails encounter for that particular crew. Oh well... sounds like you gave ample provision to the players so that they would know that occasionally they may have to run from an encounter. TPK, lesson learned. Players lick ego wounds and learn a bit about your DMing style.</p><p>Help them be happy by allowing them to make 2nd level dudes at least... it sounds like they've earned it from the top-notch roll-playing action they presented in the earlier stages of the game. Call it "karma".</p><p>They don't necessarily need to create a cleric PC... that's what NPC's can be used for. But they REALLY should look into getting some "god/dess" into the party because they are planning on raiding a TOMB, am I right? (Actually, cleric's are critical components of ANY adventure).</p><p>About fudging dice rolls: I agree with Jemal at the beginning of this thread. Try to never do it. Ever. Except... extremely occasionally... argh! I know you feel like things should be a certain way, but... let the dice tell the story of how the game is played. Players will learn (DMs too!).</p><p>Always there will be bad dice nights for the players... such is a factor of the game they they must learn to incorporate into their thinking. They learn to be a trifle cautious about borderline encounters.</p><p>Final note: Ghouls and ghasts are a LOT tougher than their CR indicates! As are any creatures that can deliver 3 attacks in a full round that all require Fort saves against paralysis... that lasts 3 + minutes minimum! All my players quake at the thought!</p></blockquote><p></p>
[QUOTE="Hadit, post: 548574, member: 9460"] Pretty much everything I have read here is level-headed advice. My own: That's a rough-as-nails encounter for that particular crew. Oh well... sounds like you gave ample provision to the players so that they would know that occasionally they may have to run from an encounter. TPK, lesson learned. Players lick ego wounds and learn a bit about your DMing style. Help them be happy by allowing them to make 2nd level dudes at least... it sounds like they've earned it from the top-notch roll-playing action they presented in the earlier stages of the game. Call it "karma". They don't necessarily need to create a cleric PC... that's what NPC's can be used for. But they REALLY should look into getting some "god/dess" into the party because they are planning on raiding a TOMB, am I right? (Actually, cleric's are critical components of ANY adventure). About fudging dice rolls: I agree with Jemal at the beginning of this thread. Try to never do it. Ever. Except... extremely occasionally... argh! I know you feel like things should be a certain way, but... let the dice tell the story of how the game is played. Players will learn (DMs too!). Always there will be bad dice nights for the players... such is a factor of the game they they must learn to incorporate into their thinking. They learn to be a trifle cautious about borderline encounters. Final note: Ghouls and ghasts are a LOT tougher than their CR indicates! As are any creatures that can deliver 3 attacks in a full round that all require Fort saves against paralysis... that lasts 3 + minutes minimum! All my players quake at the thought! [/QUOTE]
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