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<blockquote data-quote="WalterKovacs" data-source="post: 5720761" data-attributes="member: 63763"><p>Personally:</p><p> </p><p>A lot of my encounters start off poorly for the PCs, and may spend a number of turns unconcious. I don't go for coup de gras, but generally the PCs go out of their way to avoid them anyway (they rarely leave an ally unconcious for more than a turn, so they aren't gaming the no cdg stance, plus it's still in their best interest to have al their party members acting anyway). The general flow of things works out that while the party can heal themselves back to a full party, once monsters start dying, the momentum inevitably swings towards the PCs. If in any of he encounters the PCs stopped using good tactics (i.e. didn't focus fire at all, not using any control, not healing the party) it could easily have gone the way of a TPK.</p><p> </p><p>A single death shouldn't derail things. Once the PCs have gotten to the point where they are invested in their characters, the party should have access to raise dead. In the case of a potential TPK, you should probably give the PCs some sort of 'out' (either point out that some of their friends are dead, and if they retreat now, they may have a chance to live to fight another day ... or the enemies could ask for surrender, or go for capture, etc, etc, etc. Part of this requires that the party break the mindset that they can survive and win every encounter, as not backing down against overwhelming odds is a great way to have a TPK. In the case of a part member that is already dead, you should probably give the party some means of either taking the body with them, or getting the body back, so that it can be raised. (The enemy gives them a chance to "take your dead and leave", or one of the monsters takes the body away to eat it later, so the party can go after the one monster by itself, and the other monsters don't bother to follow, etc).</p><p> </p><p>EDIT:</p><p> </p><p>In a game of MechWarrior RPG we play with a bunch of house rules, the DM allows us some 'outs' like Sixth Sense which get us out of certain life or death situation, but even with a number of waves to save ourselves, there are still deaths. Part of this is thanks to having lots of NPCs on our side, so we still have deaths, even if they aren't for PCs. But, I have been able to find ways to die in spite of everything (falling over and having my mech's head get stepped on when I was in a position where I could not punch out of my mech). It has made it so that while death is less likely, when it does happen, it's often more memorable (and often the result of taking a risk and it coming back to bite you.)</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5720761, member: 63763"] Personally: A lot of my encounters start off poorly for the PCs, and may spend a number of turns unconcious. I don't go for coup de gras, but generally the PCs go out of their way to avoid them anyway (they rarely leave an ally unconcious for more than a turn, so they aren't gaming the no cdg stance, plus it's still in their best interest to have al their party members acting anyway). The general flow of things works out that while the party can heal themselves back to a full party, once monsters start dying, the momentum inevitably swings towards the PCs. If in any of he encounters the PCs stopped using good tactics (i.e. didn't focus fire at all, not using any control, not healing the party) it could easily have gone the way of a TPK. A single death shouldn't derail things. Once the PCs have gotten to the point where they are invested in their characters, the party should have access to raise dead. In the case of a potential TPK, you should probably give the PCs some sort of 'out' (either point out that some of their friends are dead, and if they retreat now, they may have a chance to live to fight another day ... or the enemies could ask for surrender, or go for capture, etc, etc, etc. Part of this requires that the party break the mindset that they can survive and win every encounter, as not backing down against overwhelming odds is a great way to have a TPK. In the case of a part member that is already dead, you should probably give the party some means of either taking the body with them, or getting the body back, so that it can be raised. (The enemy gives them a chance to "take your dead and leave", or one of the monsters takes the body away to eat it later, so the party can go after the one monster by itself, and the other monsters don't bother to follow, etc). EDIT: In a game of MechWarrior RPG we play with a bunch of house rules, the DM allows us some 'outs' like Sixth Sense which get us out of certain life or death situation, but even with a number of waves to save ourselves, there are still deaths. Part of this is thanks to having lots of NPCs on our side, so we still have deaths, even if they aren't for PCs. But, I have been able to find ways to die in spite of everything (falling over and having my mech's head get stepped on when I was in a position where I could not punch out of my mech). It has made it so that while death is less likely, when it does happen, it's often more memorable (and often the result of taking a risk and it coming back to bite you.) [/QUOTE]
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