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<blockquote data-quote="Wolfspider" data-source="post: 70469" data-attributes="member: 300"><p>Yeah...a brilliant plan there.</p><p></p><p>I fall firmly in the camp of those who believe this massacre was the fault of the players. They got stomped once by the golem and should have learned their lesson, pulling out and saving what companions they could. Instead, without even resting or regaining spells, they rush back in virtually unprepared. Very bad (dare I say stupid?) tactics.</p><p></p><p>As far as including something that is vastly more powerful than the party in an adventure, I also support it. One thing I have done in the past is introduce the campaign's main villian right at the start, when the characters are just 1st level. For example, they might witness from afar the great wyrm red dragon wiping out a town, or might arrive just in time to see the lich depart with its prisoner, leaving a wake of destruction behind. Or the party comes upon a door carved with deep runes that spell out doom and destruction for the whole world if the seal is broken. The door is also depicts in gruesome and unmistakable detail some demon lord, imprisoned years before.</p><p></p><p>One thing that all D&D players need to learn how to do is RETREAT WHEN THEY ARE OUTMATCHED. Only a mindless animal fights to the death.</p><p></p><p>To be fair, the DM was at fault somewhat by introducing critical fumble rules, which, as the DMG points out, work mostly to screw over the players and not their opponents. This seems to be the case here.</p></blockquote><p></p>
[QUOTE="Wolfspider, post: 70469, member: 300"] Yeah...a brilliant plan there. I fall firmly in the camp of those who believe this massacre was the fault of the players. They got stomped once by the golem and should have learned their lesson, pulling out and saving what companions they could. Instead, without even resting or regaining spells, they rush back in virtually unprepared. Very bad (dare I say stupid?) tactics. As far as including something that is vastly more powerful than the party in an adventure, I also support it. One thing I have done in the past is introduce the campaign's main villian right at the start, when the characters are just 1st level. For example, they might witness from afar the great wyrm red dragon wiping out a town, or might arrive just in time to see the lich depart with its prisoner, leaving a wake of destruction behind. Or the party comes upon a door carved with deep runes that spell out doom and destruction for the whole world if the seal is broken. The door is also depicts in gruesome and unmistakable detail some demon lord, imprisoned years before. One thing that all D&D players need to learn how to do is RETREAT WHEN THEY ARE OUTMATCHED. Only a mindless animal fights to the death. To be fair, the DM was at fault somewhat by introducing critical fumble rules, which, as the DMG points out, work mostly to screw over the players and not their opponents. This seems to be the case here. [/QUOTE]
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