In a previous post I wrote about why (in most cases) we shouldn’t kill characters. This time I would like to concentrate on how to keep players alive, as this is not always easy.

-
In the previous post I mentioned that you can fudge roles in order to keep the characters alive. Simply, the monster deals less damage then it would deal normally. Or it doesn’t hit the PC, doesn’t matter. There are many views on fudging rolls (and many articles too) so I am not going to discuss it. I think this is ok as long as the players don’t notice. So try not to overuse it.
-
Ignore rules and/or create house rules to avoid characters death. Usually if, during a game, you say to a player: “It doesn’t matter you are -20 HP. You are still alive.” players react quite nervously. So, creating a house rules is a much better option. Here are some examples:
- Let the players roll three times each round to get stable.
- Allow a player that should die continue fighting until the end of fight. This allows a player to die in glory or save himself with some potions etc.
- A character needs to be -20 or -30 and so on, to die. He simply can survive longer.
-
There is another way somehow connected with the two points above, which is weakening the enemies (before or during the game). Weakened monsters are easier to defeat, so the chance of a PC dieing is much smaller. Moreover I wouldn’t call it cheating (like in point 1) because you simply create monsters PCs encounter. They may be weaker than those in Monster Manual, right?
-
Being aware of how many hit points characters have is also a great way. You just know when and who you can/should attack etc. If the players are not aware you are keeping track of their hp – even better. Write down players HP and have the note with you during the game, update every time the hit points change.
-
Reduce the number of fights to the death. Players don’t have to die once they lost a battle! The can be kept imprisoned, got mugged, escape. Thrown into a lair of giant spider (and, eventually leave the lair…). Not killing players makes the world more realistic and can be the beginning of another plot.
-
Reduce the number of fights. Less fighting equals less deaths. It won’t work in all systems and settings… But it’s always good to try other aspects of RPG, isn’t it?
-
Unexpected help. A sudden help of NPCs (see this post) or helping players in any other way. Enemies of the enemies can join the fight, kill the opponents and than attack the PCs. A rock can fall down on one of the enemies. Use your imagination…
-
Made danger more obvious. Players have to know going somewhere is risky. They must be aware that they are risking their lives and the monster they plan to attack is too strong for them. If they leave in peace, they won’t get hurt.
Thanks to Zelgar, as this post was inspired by his comment.
Many of the above are great solutions to a common problem– and which ones you like probably varies by GM. I think 2, 3, 5, 6, and 8 are great solutions. 7 is OK if it’s infrequent, 4 is OK but it can be obvious that badguys are using suboptimal tactics very quickly, and 1… is the subject of a lot of debate.
Yes, it is
First of all, thank you for the recognition, Maikl.
I think in addition to looking at the effect (i.e., you’re looking at a TPK), it is important to evaluate the cause. In general, there’s 3 main reason when looking at a potential TPK:
1. DM/GM error
2. Player error
3. The luck of the dice
Item 1 is where you as the GM/DM have the most control. Before the game, review your adventure. This is especially true for purchased modules. If it looks like an unbalanced encounter, consider modifying it (e.g., # hp’S, # of creatures, type of creatures). If a typical encounter uses over 25% of the PC’s renewable items (e.g., spells, HP, etc.) then the “typical” encounter probably needs to be modified. In most cases, it’s better to have one tough monster than many weaker ones, since the PC’s can typically use their strengths to the best advantage (e.g., flanking, archers shooting vs melee, protected spell casters).
This doesn’t mean that you only have fights with one advasary for the PC’s. Mix up things so that unless the PC’s are extemely stupid (which they typically seem to be when you’re trying to help them
) they wilb be able to have combat spilt into 2 encounters (e.g., the players will be facing both zombies and skeletons. Knowing that the skeletons can move faster, they should attack them first and then the zombies.) Also, you should encourage the PC’s to work on tactics (e.g., don’t run to the fight if it’s coming to you and shoot a few arrows while they come; take out the magic-users first; keep the cleric alive if you want to be healed after the battle.) Finally, the DM/GM should evaluate every encounter with the thought “What are the possible outcomes of this encounter? Option 1-The PC’s win. Option 2-The PC’s lose (does lose=death?) Option 3-stalemate”
If the PC’s are the problem, try to figure out why.
Are the players bored and looking for a fight - When thigns get slow, give them an easy fight.
Do the PC’s have annoying habits that result in a potential TPK all of the time (e.g., Kender PC’s) - Evaluate the problem and try to work with the players to fix it. This doesn’t alway fix the problem (see Knights of the Dinner Table)
Are the players following the path they think the DM/GM is leading them - Consider the information the PC’s are basing their decision. If you come to a room and there are 2 exits that appear identical, which one do you pick. If one door looks like it has been boarded up, spider webs and hasn’t been used for awhile, while the other looks well-used and clean. Which door do you now chose? The DM/GM is the eyes and ears for the PC’s. If you give the players more information, they can make a more intelligent choice (this doesn’t mean that they will make an intelligent choice, though).
If it appears that the PC’s are making a terrible choice, consider giving them a warning (e.g., in the doors above, if they are going to use the boarded up room which you know there’s a undead creature that will easily result in a TPK based upon the current PC’s status think of some possibilities to change their minds - 1. Have another monster come into the room from another direction. 2. Have the 1st PC to touch the door get chills or some other unconfortable feeling. 3. Have the monster attack the door when the PC’s are discussing their choices. Don’t let the monster in, but let the PC’s imagine what’s so tough the monsters would lock up in an abandoned room.)
Well, the first part about balancing the monsters somehow contradicts the second part, about the monster that can kill the whole party.
Personally, I try not to include such enemies in adventures or to make it easy for players to escape.
Thanks for the comment, Zelgar. Also, check your e-mail
Let me clairify about the 2nd part. In most adventure designs, there are some encounters that will be a major challange to the players. Sometimes, however, in a course of an adventure, they may not be able to face the planned encounter. In order to give the PC’s some hints of the danger, the DM/GM needs to provide some types of clues (e.g., the unused,boarded up door). This doesn’t mean that the PC’s will recognize the danger, but experienced parties will learn to read the signs.