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City of the Spider Queen (mini-campaign)
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<blockquote data-quote="Malachei" data-source="post: 5433994" data-attributes="member: 38657"><p>I expected a combat-heavy game. And I come all the way from 1st edition AD&D and BECMI -- now <em>that</em> was combat-heavy.</p><p></p><p>However, I'm not doing play-by-post games for the mechanical exercise of testing character builds. I'm here for a good story (which can involve a lot of combat).</p><p></p><p>A combat-heavy game can still have lots of good roleplaying. And if there's no NPCs and story elements to address, a party can still roleplay among themselves. </p><p></p><p></p><p></p><p></p><p>I really don't understand why you have to run an encounter just because a player is doing the maps for you. </p><p></p><p></p><p></p><p>Are you saying you will push us to the level of Vertexxx69? Actually, just because one player has decided to create a fairly optimized build, does not imply we should lift everybody to the same optimization level. This may not be popular with the others, but actually, an official D&D adventure (even a challenging one) is not designed for builds like Platinus & Slash.</p><p></p><p>We're walking through encounters you had pre-warned us of as tough (and which also fit the CR appropriate to the party's level) without much of a challenge. I've seen a lot before, but killing a CR 12 roper in one action (!) with a single 10th level character (and animal companion) tells me we don't have a problem with equipment -- we have an issue with very different levels of optimization. I don't see a solution in fine-tuning the module to counter the powers of Platinus (such as making many areas non-charge and no-jump terrain), because this will only be frustrating for the player. </p><p></p><p>So I'd say those who wish to go on do so. I'm willing to stay on board for the current encounter and then find an exit.</p></blockquote><p></p>
[QUOTE="Malachei, post: 5433994, member: 38657"] I expected a combat-heavy game. And I come all the way from 1st edition AD&D and BECMI -- now [i]that[/i] was combat-heavy. However, I'm not doing play-by-post games for the mechanical exercise of testing character builds. I'm here for a good story (which can involve a lot of combat). A combat-heavy game can still have lots of good roleplaying. And if there's no NPCs and story elements to address, a party can still roleplay among themselves. I really don't understand why you have to run an encounter just because a player is doing the maps for you. Are you saying you will push us to the level of Vertexxx69? Actually, just because one player has decided to create a fairly optimized build, does not imply we should lift everybody to the same optimization level. This may not be popular with the others, but actually, an official D&D adventure (even a challenging one) is not designed for builds like Platinus & Slash. We're walking through encounters you had pre-warned us of as tough (and which also fit the CR appropriate to the party's level) without much of a challenge. I've seen a lot before, but killing a CR 12 roper in one action (!) with a single 10th level character (and animal companion) tells me we don't have a problem with equipment -- we have an issue with very different levels of optimization. I don't see a solution in fine-tuning the module to counter the powers of Platinus (such as making many areas non-charge and no-jump terrain), because this will only be frustrating for the player. So I'd say those who wish to go on do so. I'm willing to stay on board for the current encounter and then find an exit. [/QUOTE]
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