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Underpowered Group Found BBEG
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<blockquote data-quote="Mort" data-source="post: 7527925" data-attributes="member: 762"><p>Did the group have any clue that they were completely outmatched? Was there any way (other than go through the dungeon "correctly") for them to, if not win, then escape the encounter? One problem with just about every iteration of D&D is that running away is ridiculously difficult and often not the option it should be.</p><p></p><p>If this was a case of the group, through good play, has essentially doomed themselves - and that's not satisfying at all.</p><p></p><p>It's essentially a Tomb of Horrors "you've turned left instead of right and now you're all DEAD mwahahaha!!" scenario, and for a home game - that's usually the exact opposite of fun.</p><p></p><p></p><p></p><p>I certainly agree that coddling the players is bad and doesn't do them any favors. </p><p></p><p>But putting them in a no win scenario isn't good either -especially if it's as result of poor design.</p></blockquote><p></p>
[QUOTE="Mort, post: 7527925, member: 762"] Did the group have any clue that they were completely outmatched? Was there any way (other than go through the dungeon "correctly") for them to, if not win, then escape the encounter? One problem with just about every iteration of D&D is that running away is ridiculously difficult and often not the option it should be. If this was a case of the group, through good play, has essentially doomed themselves - and that's not satisfying at all. It's essentially a Tomb of Horrors "you've turned left instead of right and now you're all DEAD mwahahaha!!" scenario, and for a home game - that's usually the exact opposite of fun. I certainly agree that coddling the players is bad and doesn't do them any favors. But putting them in a no win scenario isn't good either -especially if it's as result of poor design. [/QUOTE]
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