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What does D&D look like without Death on the Table?
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<blockquote data-quote="Oofta" data-source="post: 8136929" data-attributes="member: 6801845"><p>Well, it's been a long time since I've been in that scenario. The party <s>running away </s>making a strategic withdrawal? Sure. If I think something might be too difficult (or it's not something I think they should be taking on in the first place) I try to give them escape route.</p><p></p><p>There are still a few options in no particular order. </p><ul> <li data-xf-list-type="ul">Don't get to the TPK in the first place. Don't use optimal tactics for the bad guys. Don't focus fire or use an optimal attack. Don't use that ability that just recharged.</li> <li data-xf-list-type="ul">Help arrives at the last moment. That doesn't mean the help are necessarily good guys, sometimes having people help with uncertain or mixed motivations can be a lot of fun. Yes, that group just rescued you, but what are they expecting in return? </li> <li data-xf-list-type="ul">Yep, you died. But wait ... who is that guy paying off the Grim Reaper and what does he mean that he spared you but there's a cost. Variation of the rescue.</li> <li data-xf-list-type="ul">Taken captive, time for a prison break.</li> </ul><p>While I never say never to a TPK, for whatever reason I've always been able to avoid them for a very long time. Even when it got to the point of the wizard with 2 HP left hiding under the table casting cantrips at that last bugbear. In <em>that</em> case I gave the wizard a cover bonus because the bugbear was over-confident and then one of the other PCs rolled a 20 on their death save. </p><p></p><p>I just think it's more fun for the players to come close to dying, to threaten them with death than to actually follow through on it. It is, however, something I discuss with the group to get a consensus.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8136929, member: 6801845"] Well, it's been a long time since I've been in that scenario. The party [S]running away [/S]making a strategic withdrawal? Sure. If I think something might be too difficult (or it's not something I think they should be taking on in the first place) I try to give them escape route. There are still a few options in no particular order. [LIST] [*]Don't get to the TPK in the first place. Don't use optimal tactics for the bad guys. Don't focus fire or use an optimal attack. Don't use that ability that just recharged. [*]Help arrives at the last moment. That doesn't mean the help are necessarily good guys, sometimes having people help with uncertain or mixed motivations can be a lot of fun. Yes, that group just rescued you, but what are they expecting in return? [*]Yep, you died. But wait ... who is that guy paying off the Grim Reaper and what does he mean that he spared you but there's a cost. Variation of the rescue. [*]Taken captive, time for a prison break. [/LIST] While I never say never to a TPK, for whatever reason I've always been able to avoid them for a very long time. Even when it got to the point of the wizard with 2 HP left hiding under the table casting cantrips at that last bugbear. In [I]that[/I] case I gave the wizard a cover bonus because the bugbear was over-confident and then one of the other PCs rolled a 20 on their death save. I just think it's more fun for the players to come close to dying, to threaten them with death than to actually follow through on it. It is, however, something I discuss with the group to get a consensus. [/QUOTE]
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What does D&D look like without Death on the Table?
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