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When you've made the battle too much to handle...
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<blockquote data-quote="overgeeked" data-source="post: 8565146" data-attributes="member: 86653"><p>Fights are exactly as difficult to flee from as the DM wants them to be.</p><p></p><p>It's quite helpful. It's just not something you want to do. Which is fair. But it's still a viable option. </p><p></p><p>The OP's request is predicated on a false premise. That encounter balance is something to strive for. It's not. It makes the world feel like a video game. Some things will be a breezy walk in the park, others a desperate and overwhelming fight to the death. Fights that you expect to go one way will inevitably go the other. So be it. The players can decide to run. If they don't, that's on them. The DM can decide to let them run, that's on them. The DM can also do any one of the dozens of suggestions already presented...up to and including the dreaded TPK. </p><p></p><p>If nothing else, have the lich raise the party as minions and give them a chance to escape its control and go on an epic quest to restore themselves to proper life. Or kill them and have them wake up in the underworld and the Lord of the Dead is pissed about all this necromancy and sends the PCs back to the land of the living to put a stop to the lich, after training up some because clearly they need a bit of help in that regard. </p><p></p><p>My point is: don't shy away from the consequences of bad choices. Lean into them and find ways to make them epic. That's where the memorable tabletop war stories come from. That time the party wiped, was raised by a lich, escaped, then sought revenge...not that time the DM took it easy on us.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8565146, member: 86653"] Fights are exactly as difficult to flee from as the DM wants them to be. It's quite helpful. It's just not something you want to do. Which is fair. But it's still a viable option. The OP's request is predicated on a false premise. That encounter balance is something to strive for. It's not. It makes the world feel like a video game. Some things will be a breezy walk in the park, others a desperate and overwhelming fight to the death. Fights that you expect to go one way will inevitably go the other. So be it. The players can decide to run. If they don't, that's on them. The DM can decide to let them run, that's on them. The DM can also do any one of the dozens of suggestions already presented...up to and including the dreaded TPK. If nothing else, have the lich raise the party as minions and give them a chance to escape its control and go on an epic quest to restore themselves to proper life. Or kill them and have them wake up in the underworld and the Lord of the Dead is pissed about all this necromancy and sends the PCs back to the land of the living to put a stop to the lich, after training up some because clearly they need a bit of help in that regard. My point is: don't shy away from the consequences of bad choices. Lean into them and find ways to make them epic. That's where the memorable tabletop war stories come from. That time the party wiped, was raised by a lich, escaped, then sought revenge...not that time the DM took it easy on us. [/QUOTE]
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