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When you've made the battle too much to handle...
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<blockquote data-quote="TaranTheWanderer" data-source="post: 8564842" data-attributes="member: 15882"><p>If a dm does this too much, I have seen players begin testing the limits of what the dm will do to save the PCs just to see if the dm will kill them. Also, I have, personally, lost total motivation to play a campaign where the dm fudges rolls or saves my character from some stupidly I’d accidentally put myself into. </p><p></p><p>so, maybe it’s some people’s preference to be bailed out but it’s not everyone’s cup of tea. According to the OP, they don’t seem like the kind of dm that is trying to prevent a tpk at all costs but is trying to figure out a way to pad a mistake in encounter strength. Fair enough. </p><p></p><p>I’m recommending they don’t start creating unlikely plots and NPCs to bail them out and make the players feel overshadowed by heroic NPC plot devices. Or fudging dice. If you are going to do that, continuing the fight is pointless. It would be more fair to, as you say, Stop the combat, tell your players that you messed up and work together to come up with a narrative of how they lost/escaped/were rescued. This kind of out of character solution works too. In fact, I’d prefer this to fudging dice.</p><p></p><p>To me, if you’re fudging dice to give them the win anyways, why waste everyone’s time. Just tell them they won.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 8564842, member: 15882"] If a dm does this too much, I have seen players begin testing the limits of what the dm will do to save the PCs just to see if the dm will kill them. Also, I have, personally, lost total motivation to play a campaign where the dm fudges rolls or saves my character from some stupidly I’d accidentally put myself into. so, maybe it’s some people’s preference to be bailed out but it’s not everyone’s cup of tea. According to the OP, they don’t seem like the kind of dm that is trying to prevent a tpk at all costs but is trying to figure out a way to pad a mistake in encounter strength. Fair enough. I’m recommending they don’t start creating unlikely plots and NPCs to bail them out and make the players feel overshadowed by heroic NPC plot devices. Or fudging dice. If you are going to do that, continuing the fight is pointless. It would be more fair to, as you say, Stop the combat, tell your players that you messed up and work together to come up with a narrative of how they lost/escaped/were rescued. This kind of out of character solution works too. In fact, I’d prefer this to fudging dice. To me, if you’re fudging dice to give them the win anyways, why waste everyone’s time. Just tell them they won. [/QUOTE]
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