PokeVideoPlayer v23.9-app.js-020924_
0143ab93_videojs8_1563605_YT_2d24ba15 licensed under gpl3-or-later
Views : 115,029
Genre: Gaming
License: Standard YouTube License
Uploaded At Nov 17, 2024 ^^
warning: returnyoutubedislikes may not be accurate, this is just an estiment ehe :3
Rating : 4.983 (74/17,709 LTDR)
99.58% of the users lieked the video!!
0.42% of the users dislieked the video!!
User score: 99.37- Masterpiece Video
RYD date created : 2024-11-20T05:29:19.621204Z
See in json
Top Comments of this video!! :3
Slightly more contrived version: Isekai. As your party wipes they are whisked away by some entity (Fae, Celestial or Devil seem likely candidates) which sets them on a side quest. If they succeed said entity returns them to life just before their fateful battle but this time with some helpful magic items they recieved from their benefactor or even just one level higher.
21 |
I did this once! We had a flashback episode to show how the bbeg became corrupted and evil. One player had a half shade that was technically immortal (Couldnt die due to age)
He was captured, and the bbeg kept him in a prison, and his mind broke, eventually he was released and became one of the bbegs generals.
God that was an intense fight when they realized who it was. I wasnt even upset with that metagaming, it made things fun!
113 |
Personally, after a tpk I've had my players fight their way out of something i made called "The Nowhere" a living realm of nightmares that feeds off the fears of anything unfortunate enough to find themselves there, having to fight through to get back to the mortal plain, faced with monstrous and twisted versions of their pasts and inner demons as well as their worst fears and nightmares.
83 |
Personally, I would give one personās sheet back to the person, and then have that one tell the tale of how their comrades were brought back as soldiers for the armies of evil.. sorta reminds me if sun wukong in black myth wukong, (no you do not play as sun wukong for most of the game, just a descendant) and if the players reach the same power of their former selfs they get the ability to trick the main villain by pretending to be on their side, making the final boss paranoid when his men start dropping dead around him.
11 |
I just almost had a TPK TODAY. They fought a modified Dire Bear. It had 300 HP, and sprouted tentacles when it dropped below 100 HP which added two more attacks to its multi-attack.
They were level 3 and were supposed to fight it on the wall they were manning. They did some good damage on their own, and the NPCs they had with them finished it off, but not before all of them got downed by the bear. One player got through all their saves and was fine, and the bear got dealt with before anyone else could risk needing a new character.
Also hereās some of the stats:
HP 300
AC 18 (16 for lower level players)
Str 22
Dex 14
Con 20
Int 8
Wis 15
Cha 7
Claw: +9, 2d6+6 slash, 1d2 Necrotic
Bite: +9, 2d8+6 piercing, 1d4 poison
Tentacle: +9, 2d4 bludgeoning, 2d2 Necrotic
Reaction: Vengeful Claw. Before a player lands a hit, this thing retaliates. If it hits, it uses the Claws and gets +2 AC.
Legendary Reaction: Swift Claw. Anything that comes within range it tries to use a weakened Claw against.
Legendary Reaction: Swift Claw. Anything that comes within range it tries to use a weakened Claw against.
Multi: 2 Claws, 1 bite. Tentacles added based on how many are made.
Tentacles: Once it reaches 1/3 of total HP, it sprouts 1d4 tentacles that can act independently and can be used in Multi.
Oh yeah, and the claws and tentacles had a reach of 10ft.
All of this to say that I had the party get dragged to safety and healed by the NPCs they saved.
4 |
So this happen three times for me.
First time was very early in my DM career when I had a basic understanding how CRs worked, (they don't). A quest sent them to deal with a very young red dragon that was a potential threat to a kingdom. The party new to the game didn't plan their spells or tactics again fire based creatures. Sadly no further games were held as the group really didn't have a strong interest in the game. Save for a few friends that I have later campaigns with.
Second time was a narrative moment. A Balor broke down a bridge the party was crossing dropping them into a river and down a waterfall. I auto stabilized the party. A basically gave them free reigns after that moment in which way to take the story. Flee the war that had broken out against the Demons or rally themselves and head to the next cities to gather allies to fight back.
Third time I ever TPK my players and that was against Bahamut who was basically teaching them the consequences of relying on the Gods to fix mortal problems. So reviving them with the understanding they have to learn to solve the mortal problems themselves.
My plans for when this ever this happens again will depend on the story. My next one is a space horror survivor story, in the vein of Aliens. My group is completely on board with this as it was discussed about ahead of time that TPK could be an out come of the story. Though in more light hearted approaches I might revive them by the villain. Or even continue an afterlife campaign were their souls are now on the line and they are struggling to crawl back to the mortal realm to try and reclaim a second chance for themselves.
2 |
Counterintuitive as it may seem, the best way to handle death in D&D is to remove it as an option. A couple of games that do this well are 13th Age and Fabula Ultima.
In 13th Age, the party can at any time vote to Flee, and they are guaranteed success (and the game math basically eliminates the possibility of one hit kills). But if you do Flee, the GM creates some narrative consequences. Usually a villain/enemy faction succeeding in one of their major objectives unopposed.
In Fabula Ultima when your HP hits 0 you're given the option of Surrender or Sacrifice. If you Sacrifice, you die but go out in a blaze of glory. If you Surrender, like in 13th Age, the GM comes up with some consequence, like you being taken prisoner, or being maimed in a way that will take a lot of time and effort for even magic to heal, or a villainous plot succeeding.
Here's the thing. The death of a PC, and especially a TPK, tends to totally derail campaigns. So games like D&D and Pathfinder are designed to feel as challenging as they can while actually minimizing the chances of TPK to the extent possible while leaving its threat present... which tends to not actually be that challenging, since the game math will always assume a relatively minimal level of skill and optimization.
But if you remove character death from consideration and replace the consequences of losing with something that won't put the brakes on the entire campaign, you can actually increase the challenge of your combat encounters quite substantially. And, perversely, your players will actually be more scared of whatever twisted narrative consequence to their Surrender or Flight you come up with than mere death. After all, they actually have to deal with those consequences rather than just rolling up a new character.
1 |
@hamasamakun
2 days ago
How do you deal with TPKs in your game?
226 |