Time Loops, Battle Strategy, and Lateral Thinking

One thing I’ve learned, watching my players work their way through a time-looped demi-planar prison of some being they haven’t quite grasped yet, is that even knowing that you can just try again should you die in battle doesn’t remove the sting of defeat. Whether because of bad luck, a few difficult choices, or a lack of the proper strategic application of strengths, it still sucks to lose a fight you probably could have won. There were a few lucky natural-20s, a few unlucky natural-20s, a lot of low rolls, a great deal of below-average damage rolls, and the revelation that enemy spellcasters can cast spells to bring their allies back from the brink of death just like the player characters can. Or, well, just like they could before the main healer left the party to do something only his player and I know about, so I’m not going to reveal where he went or why he went, just that he left and now there’s no one whose primary focus is keeping people alive.

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