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<blockquote data-quote="overgeeked" data-source="post: 8565180" data-attributes="member: 86653"><p>Not at all. It's a direct counter to your silly claim that all D&D fights in every edition are difficult to escape. You're wrong about that. The fights in D&D, no matter the edition, are exactly as difficult to escape as the DM decides.</p><p></p><p>As long as they have hit points and they're not locked in, the PCs can always run. If that needs explaining, there are deeper issues that need to be talked about first.</p><p></p><p>We must not be using that abbreviation to mean the same thing. I'm using it to mean Total Party Kill. There's no such thing as a partial total something.</p><p></p><p>Only if it's the end of the game. As mentioned by me and a few other people, you can even make death or losing into a part of the game. Depending on how mythical or epic you want to go, it can be the most memorable part.</p><p></p><p>There's your problem. Don't do that. It's not for the DM to plan. It's for the DM to react. The PCs want to go hunting a dragon at 1st level? Fine. Let's go. The PCs want to play politics in the big city? Fine. Let's go. the PCs want to raid goblin villages at 20th level? Fine. Let's go.</p><p></p><p>No, the DM doesn't. The PCs get to decide what they tackle and how difficult the challenges are. If they want to hunt dragons at 1st level...cool. Start rolling up new characters now because you'll need them. Want to walk all over CR1/8 monsters at 20th...cool...if utterly boring.</p><p></p><p>Again, unless the door is locked, the path barred, and the PCs dead, they can <em>always</em> run.</p><p></p><p>The DM coddling the PCs and protecting them from their terrible choices is also a jerk move. The DM not playing the world with some sense of verisimilitude is also a jerk move. A hyper-intelligent lich scrying on an adventuring party and building the perfect counter to every one of their abilities is exactly what a hyper-intelligent lich would do. Anything less than that is coddling the players and being a jerk. Some fights are inescapable. Some fights are deadly. Some deadly fights are inescapable. A hyper-intelligent lich who can scry on the adventuring party and build the perfect counter to every one of their abilities is not likely to make it easy for the party to escape. Anything less breaks suspension of disbelief. If that seems unfair, tell it to the lich. I'm sure it'll be sympathetic. If the PCs are dumb enough to walk into a trap, then they're dumb enough to walk into a trap. It's only a jerk move if you don't telegraph it. Like old-school save or die stuff that's undetectable? Forget that noise.</p><p></p><p>It's not obvious that rolling a die produces a random number? Okay.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8565180, member: 86653"] Not at all. It's a direct counter to your silly claim that all D&D fights in every edition are difficult to escape. You're wrong about that. The fights in D&D, no matter the edition, are exactly as difficult to escape as the DM decides. As long as they have hit points and they're not locked in, the PCs can always run. If that needs explaining, there are deeper issues that need to be talked about first. We must not be using that abbreviation to mean the same thing. I'm using it to mean Total Party Kill. There's no such thing as a partial total something. Only if it's the end of the game. As mentioned by me and a few other people, you can even make death or losing into a part of the game. Depending on how mythical or epic you want to go, it can be the most memorable part. There's your problem. Don't do that. It's not for the DM to plan. It's for the DM to react. The PCs want to go hunting a dragon at 1st level? Fine. Let's go. The PCs want to play politics in the big city? Fine. Let's go. the PCs want to raid goblin villages at 20th level? Fine. Let's go. No, the DM doesn't. The PCs get to decide what they tackle and how difficult the challenges are. If they want to hunt dragons at 1st level...cool. Start rolling up new characters now because you'll need them. Want to walk all over CR1/8 monsters at 20th...cool...if utterly boring. Again, unless the door is locked, the path barred, and the PCs dead, they can [I]always[/I] run. The DM coddling the PCs and protecting them from their terrible choices is also a jerk move. The DM not playing the world with some sense of verisimilitude is also a jerk move. A hyper-intelligent lich scrying on an adventuring party and building the perfect counter to every one of their abilities is exactly what a hyper-intelligent lich would do. Anything less than that is coddling the players and being a jerk. Some fights are inescapable. Some fights are deadly. Some deadly fights are inescapable. A hyper-intelligent lich who can scry on the adventuring party and build the perfect counter to every one of their abilities is not likely to make it easy for the party to escape. Anything less breaks suspension of disbelief. If that seems unfair, tell it to the lich. I'm sure it'll be sympathetic. If the PCs are dumb enough to walk into a trap, then they're dumb enough to walk into a trap. It's only a jerk move if you don't telegraph it. Like old-school save or die stuff that's undetectable? Forget that noise. It's not obvious that rolling a die produces a random number? Okay. [/QUOTE]
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