Like a ranger can now vine grasp everything with a big DC (while getting the others to relative safety), the cleric can mass heal everyone by quarter of their health an then collapses, the wizard can cast 1 spell one level higher than their current abilities, etc. I always take the player nearly dead, and pump one of their abilities really hard. 3/5 players are down, the times call for it - and one feature gets boosted really hard. In the moment where it really matters (I really don't want to have my whole party die) - they might activate. Something that might help, but will cost you dearly. "You feel an unknown force, born from despair, growing inside of you. The druid gets a root from the world tree, the cleric a golden amulet of the old face of their god, the warlock a cape that was worn by the first of the patrons protegés. BUT! There are options for some "guidance from the universe":Įarly on I like to give out special items to my players. Sorry everyone - luck wasn't on your side.
Also - sometimes a TPK needs to be just what it is. And personally I hate fudging and changing the board - as a player it always destroys immersion for me. Obviously you should not take away the chance for the party to be (extremely) lucky - or unlucky. Dropping BBEG health by half? Fudging rolls? Deus ex machina? A sudden change of mind and the BBEG spares the party? Let the party die? What are you gonna do? The beefy BBEG didn't even really struggle. Combat areas for every conceivable encounter. Collection of Podcasts, Vidcasts, and other D&D Multimedia for your consumption. Worldbuilding, Storybuilding, DM Discussion. The DM Help Multireddit Check out our wiki! Message the Moderators
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