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Too many TPKs?
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<blockquote data-quote="Chimera" data-source="post: 5720391" data-attributes="member: 2002"><p>Yeah, a DM Save is pretty much an admission of failure on the part of the GM. </p><p></p><p>But then, sometimes the die rolls just go the wrong way. We faced 24 Dread Wraith minions plus some Sand Golems in our last session, with five 24th level characters. If the rolls had gone the wrong way and if people hadn't listened when it was time to get out of the middle of them, we could have lost most of the party to their dying explosive healing surge drains. A stupid party would have tried to slug it out with them and that would have been the end of them.</p><p></p><p>In short, there are too many things that can lead to TPKs. I'd have to look at the GM and the group before assigning any blame.</p></blockquote><p></p>
[QUOTE="Chimera, post: 5720391, member: 2002"] Yeah, a DM Save is pretty much an admission of failure on the part of the GM. But then, sometimes the die rolls just go the wrong way. We faced 24 Dread Wraith minions plus some Sand Golems in our last session, with five 24th level characters. If the rolls had gone the wrong way and if people hadn't listened when it was time to get out of the middle of them, we could have lost most of the party to their dying explosive healing surge drains. A stupid party would have tried to slug it out with them and that would have been the end of them. In short, there are too many things that can lead to TPKs. I'd have to look at the GM and the group before assigning any blame. [/QUOTE]
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