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How do you deal with TPKs in D&D?

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250 Comments

Top Comments of this video!! :3

@hamasamakun

2 days ago

How do you deal with TPKs in your game?

226 |

@MikaelaRM

2 days ago

i can practically see the stacks of character sheets iā€™m about to obtain

830 |

@gonggonglive

2 days ago

ā€œWe create our own demonsā€

514 |

@xanderzantop5401

2 days ago

And don't forget that it's also a good way to deal with power building murder-hobosšŸ˜

327 |

@z3r0t0l3r4ns

1 day ago

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 |

@Richkid554

2 days ago

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 |

@TH3-GH05T-69

2 days ago

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 |

@xMaugrex

2 days ago

I might start my next campaign with an "unrelated" oneshot where the party is destined to die at the hands of the villain...

31 |

@seannfoofoo515

2 days ago

A way to mess with your players.

A town of only baba yagas, disguised as a normal looking town. That travels around the lands. Never staying in one area more then a few days. If your in it when they move you are moved with them.

Day 11 of hoping this is video idea

72 |

@VergilSparda3824

2 days ago

Personally, I would give one personā€™s 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 |

@yuribumagnygoncalvessampai7560

2 days ago

My friend pedro actually did this to show the power of a new creature he introduced 2 sessions before, we had to fight all of our previous characters (except for me because my character barely survived) and it was CHAOTIC

6 |

@spatan9835

2 days ago

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 hereā€™s 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 |

@JamieHau

12 hours ago

Another idea: have them spawn in the underworld when they die and they have to fight back to the surface and when they do the campaign caries on normally

1 |

@LordMason21

1 day ago

You dont just make 4 or 5 generic sheets for each class and then use those as minions saving the best one in each sheet for either a mini boss or elite enemies.

3 |

@rells2311

2 days ago

Still holding you to that team umizoomi bit. It may have been a joke, but child me would not allow this to be swept under the rug, and i must honor that, kthxbyeee

3 |

@jessewoodall7253

1 day ago

Sung Jinwoo about to be the BBEG of the next party

2 |

@WhatDoIPutHere100

2 days ago

before i heard the "turn them into minibosses" bit, my mind immediately jumped to omega flowey reloading the save when you die in his bossfight šŸ˜­

|

@vectorzulu

2 days ago

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 |

@watcher314159

1 day ago

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 |

@Bridg3567

9 hours ago

best method i have that ive never had to use( thankfully. but fr i feel like batman with contingency plans) is a homebrew i backed that gives people a chance to come back if they can outsmart death, plus it gives story potential!

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