The fight certainly isn't over, nor is the party even particularly outmatched. There's only two bandits left fighting, both injured, against 4 party conscious party members, only one of who is injured, and Leowife, one of the party's heavy hitters, is about to go, and he could easily drop one, rising the odd to 4 vs. 1.<br/><br/>What's questionable is whether you can win AND catch the fleeing bandit, which does start to stretch your resources a bit thin. The bandit is weakened enough that even one member should be able to hunt them down, still leaving the PCs with a numerical advantage in the main fight. Certainly no more than 1 PC should be chasing after the fleeing bandit at this point.<br/><br/>Alternatively you can choose to focus on this fight, every PC should survive this encounter, and you could still try to hunt the fleeing bandit down afterwards. The ambush point would likely be a fair distance from the hideout after all, probably a good hour, so you could catch up to them.<br/><br/>Finally, we could introduce a system, say "fate points", whereby X times per adventure an unlucky dice result can be mitigated. I'm not particularly fond of this, but I can see the advantages of it in an online game and if players want it we can see how it works. I'd probably balance it by giving the boss of the adventure a similar reroll ability based on many times the PCs used it.<br/><br/>Edit: Unfortunately at low level, a single crit can really change the flow of an entire combat.<br/><br/>I've updated IC till the end of last round, I want to hear what everyone thinks on the matter before deciding how to proceed.