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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="BlueBlackRed" data-source="post: 2617641" data-attributes="member: 24239"><p>I warned the players that the moment they left region A, I would no longer do anything in their favor unless I thought there was something imbalancing in the dungeon.</p><p></p><p>I roll in front of them whenever I can. On nights where I roll tons of 1's they love it. On nights where I roll crit after crit, they know I'm not being vindictive or anything.</p><p></p><p>But I did give them a single re-roll usable once per PC level that was only usable in situations that were obviously life-or-death. (I also can be bribed for rerolls with bags of Gummi-savers.) I did this because at higher levels there are a lot more save-or-die situations, and it's no fun to play a character for a year and then lose it to a single d20 roll.</p><p></p><p>And even with all of that, I've killed 2 PC's with save-or-die type traps in region N.</p><p>A Wail of the Banshee trap killed the sorcerer, that's with 2 rolls.</p><p>A maximized clerical fire trap that did 108 points of damage would have killed 2 clerics in one shot. But the Gummi-saver re-roll saved one of them.</p><p>The other cleric failed his first roll, then failed his life-or-death re-roll, and since he's a cleric of luck, he got another re-roll, and failed that too.</p><p></p><p>If that's not a testimonial to the dangers of higher-level dungeons, I don't know what is.</p><p></p><p>I'm not about to fudge anything I consider acceptable danger. It cheapens the players accomplishments, and they can get addicted to it and start expecting the DM to tone the danger down. Then after a while they start blaming you for making things too hard when things aren't a cake-walk anymore.</p></blockquote><p></p>
[QUOTE="BlueBlackRed, post: 2617641, member: 24239"] I warned the players that the moment they left region A, I would no longer do anything in their favor unless I thought there was something imbalancing in the dungeon. I roll in front of them whenever I can. On nights where I roll tons of 1's they love it. On nights where I roll crit after crit, they know I'm not being vindictive or anything. But I did give them a single re-roll usable once per PC level that was only usable in situations that were obviously life-or-death. (I also can be bribed for rerolls with bags of Gummi-savers.) I did this because at higher levels there are a lot more save-or-die situations, and it's no fun to play a character for a year and then lose it to a single d20 roll. And even with all of that, I've killed 2 PC's with save-or-die type traps in region N. A Wail of the Banshee trap killed the sorcerer, that's with 2 rolls. A maximized clerical fire trap that did 108 points of damage would have killed 2 clerics in one shot. But the Gummi-saver re-roll saved one of them. The other cleric failed his first roll, then failed his life-or-death re-roll, and since he's a cleric of luck, he got another re-roll, and failed that too. If that's not a testimonial to the dangers of higher-level dungeons, I don't know what is. I'm not about to fudge anything I consider acceptable danger. It cheapens the players accomplishments, and they can get addicted to it and start expecting the DM to tone the danger down. Then after a while they start blaming you for making things too hard when things aren't a cake-walk anymore. [/QUOTE]
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