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You make the call: Spreading the Pain
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<blockquote data-quote="Kobold Boots" data-source="post: 5255194" data-attributes="member: 92239"><p>Well said. I apologize for hammering the tactical situation home as I didn't mean to harass you with it. It's just that the only effective tactic a party has in a fight is really positioning if encounters are level appropriate, monsters always have the upper hand as the DM usually knows player tendencies and knows all the stats for everything on the table.</p><p> </p><p>So again, apologies.</p><p> </p><p> </p><p> </p><p> </p><p>I won't say I'm completely innocent as a DM of this as sometimes I'll have a story reason to want to take at least one player out.. but a TPK is really unacceptable most of the time and if it's likely to happen the players should be warned it's possible even if they don't know when. </p><p> </p><p></p><p> </p><p>Noted. My suggestion in this case is find a way to get the DM to allow you to hire a retainer to spot the team for the missing player. As a matter of course you get to potentially hire a stopgap and if someone happens to die you get a pregen character to replace him or her with if raise fails thus keeping story continuity going.</p><p> </p><p>As to the dice rolls, that stuff happens. I have a tendency to roll 20s a lot with my longest streak (rolling across a table, not some palm job) being 5 in a row, and over the last four sessions I've had four instances of 2 in a rows. This hampers the group more than anything and they're tactically savvy cause they know it happens.</p><p> </p><p>On the other hand, I have a player that rolls the number 3 a lot.. most players have their dice tendencies but I've found that a target number of 13 isn't that bad for my particular group. 16 seems to be the cutoff, but I have no idea why that is as there are too many contributing factors playing into it and it all sounds like mojo when you try to chat about it.</p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>The tank's body is currently sitting on a sacrificial pyre ready to be shoved into a shadow rift to Orcus because he's part of a weapon that can kill Orcus. (They left him at a temple for safekeeping while they waited for funds to get him raised and ran off to do a few encounters to progress the adventure.. unfortunately the worshippers of Orcus were well-informed)</p><p> </p><p>So um.. no.. he dies regularly <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> and is now using a character he created as a retainer.. see above advice. That stated, the character will have a cool as heck storyline to play through if he's properly recovered.. I'm hoping that's the outcome.</p><p> </p><p> </p><p></p><p> </p><p>Yeah, that does suck, but it will eventually roll the other way for you and you'll take down the elite solo with a Chaos bolt or something.. </p><p> </p><p></p><p> </p><p> </p><p>That's all on your DM. Good news is if you all support him or her, he or she will get better at things.</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 5255194, member: 92239"] Well said. I apologize for hammering the tactical situation home as I didn't mean to harass you with it. It's just that the only effective tactic a party has in a fight is really positioning if encounters are level appropriate, monsters always have the upper hand as the DM usually knows player tendencies and knows all the stats for everything on the table. So again, apologies. I won't say I'm completely innocent as a DM of this as sometimes I'll have a story reason to want to take at least one player out.. but a TPK is really unacceptable most of the time and if it's likely to happen the players should be warned it's possible even if they don't know when. Noted. My suggestion in this case is find a way to get the DM to allow you to hire a retainer to spot the team for the missing player. As a matter of course you get to potentially hire a stopgap and if someone happens to die you get a pregen character to replace him or her with if raise fails thus keeping story continuity going. As to the dice rolls, that stuff happens. I have a tendency to roll 20s a lot with my longest streak (rolling across a table, not some palm job) being 5 in a row, and over the last four sessions I've had four instances of 2 in a rows. This hampers the group more than anything and they're tactically savvy cause they know it happens. On the other hand, I have a player that rolls the number 3 a lot.. most players have their dice tendencies but I've found that a target number of 13 isn't that bad for my particular group. 16 seems to be the cutoff, but I have no idea why that is as there are too many contributing factors playing into it and it all sounds like mojo when you try to chat about it. The tank's body is currently sitting on a sacrificial pyre ready to be shoved into a shadow rift to Orcus because he's part of a weapon that can kill Orcus. (They left him at a temple for safekeeping while they waited for funds to get him raised and ran off to do a few encounters to progress the adventure.. unfortunately the worshippers of Orcus were well-informed) So um.. no.. he dies regularly :) and is now using a character he created as a retainer.. see above advice. That stated, the character will have a cool as heck storyline to play through if he's properly recovered.. I'm hoping that's the outcome. Yeah, that does suck, but it will eventually roll the other way for you and you'll take down the elite solo with a Chaos bolt or something.. That's all on your DM. Good news is if you all support him or her, he or she will get better at things. [/QUOTE]
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