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Community
General Tabletop Discussion
*Dungeons & Dragons
Ways to assess an encounter early
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<blockquote data-quote="Hautamaki" data-source="post: 6036081" data-attributes="member: 42219"><p>I've actually never had a TPK, nor have I literally had them come across two dozen water trolls wading down the river, that was a bit of hyperbole haha.</p><p></p><p>To answer your question, the players do mind having their PCs killed but they are somewhat resigned to the likelihood of dying at this point. What has happened is they just don't spend any time in character creation and don't fill out any details or backstory or whatever, but rather just sort of make it up as they go along. That way if their character dies, they haven't just wasted an hour figuring out who this character really is only to have to start all over again after 30 seconds of combat. They just have to spend about 5 minutes rolling up stats and picking equipment/feats/skills.</p><p></p><p>The reason they die so much is not that I throw in the odd unwinnable fight with the expectation that they will run away. It's that they charge into every battle without a good plan for how to win the fight. Two of them are new players so it's understandable; there's another experienced player who is a good tactician but tactically selfish--it's never his guy that bites the dust! The other experienced player is a great role player but a horrible roll player. So we have a high mortality campaign. After every death they know what they did wrong and what they'd do differently next time, but for some reason this group seems to find the learning curve incredibly steep. But at the same time, they don't me to start sandbagging them. I put them in a lower level dungeon once that they were able to clear out no problem, and after only 1 character had had a near death experience they were left bored and disappointed. 'Nobody died? What a sissy dungeon that was! Lame!'</p><p></p><p>So I guess there's no real problem here after all, just an outlier group.</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 6036081, member: 42219"] I've actually never had a TPK, nor have I literally had them come across two dozen water trolls wading down the river, that was a bit of hyperbole haha. To answer your question, the players do mind having their PCs killed but they are somewhat resigned to the likelihood of dying at this point. What has happened is they just don't spend any time in character creation and don't fill out any details or backstory or whatever, but rather just sort of make it up as they go along. That way if their character dies, they haven't just wasted an hour figuring out who this character really is only to have to start all over again after 30 seconds of combat. They just have to spend about 5 minutes rolling up stats and picking equipment/feats/skills. The reason they die so much is not that I throw in the odd unwinnable fight with the expectation that they will run away. It's that they charge into every battle without a good plan for how to win the fight. Two of them are new players so it's understandable; there's another experienced player who is a good tactician but tactically selfish--it's never his guy that bites the dust! The other experienced player is a great role player but a horrible roll player. So we have a high mortality campaign. After every death they know what they did wrong and what they'd do differently next time, but for some reason this group seems to find the learning curve incredibly steep. But at the same time, they don't me to start sandbagging them. I put them in a lower level dungeon once that they were able to clear out no problem, and after only 1 character had had a near death experience they were left bored and disappointed. 'Nobody died? What a sissy dungeon that was! Lame!' So I guess there's no real problem here after all, just an outlier group. [/QUOTE]
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