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City of the Spider-Queen question (possible spoilers)
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<blockquote data-quote="Jer" data-source="post: 3524050" data-attributes="member: 19857"><p>Okay, I'm ramping up to run a modified version of City of the Spider-Queen for my group. I recently purchased a used copy of this and (with some modification to the NPCs) it should make a good "capstone" to my current campaign.</p><p></p><p>However, I have a slight problem -- the adventure is standard 3e and we're playing 3.5. Now, I've been running 3.0 adventures for my 3.5 game for the last few years and this hasn't been a problem so far -- I generally keep the stats for the NPCs and monsters roughly the same and tweak things where there have been major rules changes, and this has worked out fine for the most part.</p><p></p><p>But in this adventure there are a TON of spellcasters who use the same tactic -- drink a potion of haste and then fire off as many damage-dealing spells (like lightning bolt) as they can until the potion wears off. This is the first time I've had to deal with the differences between the 3.0 and 3.5 haste mechanic with regards to spellcasters in an adventure and I'm not quite sure what to do about it. On the one hand, the mechanic is horribly broken and it would be unfair to my players to have NPCs who are using it when they can't. On the other hand, I want to maintain the level of challenge that the encounters with these spellcasters is supposed to have, and I'd rather not completely restat all of the spellcasters who exploit this tactic if I don't have to to keep them challenging. Especially since most of them are one-off encounters and not recurring villains -- I'm replacing some of the major villains with my own campaign villains, so it's mostly the "mook" encounters that need to be fixed.</p><p></p><p>So I'm looking for any suggestions on how to handle this. Specifically, if there's a change in the tactics that the spellcasters can use where they don't have to depend on haste but can still act primarily as damage-dealers every round. I'm not necessarily looking for a way to get them casting two spells per round, but instead some suggestions on things that can pump up the damage that they do so that their one spell that they get to cast each round is more threatening. I haven't run a lot of high-level D&D since the Companion/Masters set campaign I ran a decade ago, and this is the first group of 3.5 characters I've run that have gotten to 10th level without a campaign restart, so any suggestions on running 3.5 spellcasting NPCs is appreciated.</p></blockquote><p></p>
[QUOTE="Jer, post: 3524050, member: 19857"] Okay, I'm ramping up to run a modified version of City of the Spider-Queen for my group. I recently purchased a used copy of this and (with some modification to the NPCs) it should make a good "capstone" to my current campaign. However, I have a slight problem -- the adventure is standard 3e and we're playing 3.5. Now, I've been running 3.0 adventures for my 3.5 game for the last few years and this hasn't been a problem so far -- I generally keep the stats for the NPCs and monsters roughly the same and tweak things where there have been major rules changes, and this has worked out fine for the most part. But in this adventure there are a TON of spellcasters who use the same tactic -- drink a potion of haste and then fire off as many damage-dealing spells (like lightning bolt) as they can until the potion wears off. This is the first time I've had to deal with the differences between the 3.0 and 3.5 haste mechanic with regards to spellcasters in an adventure and I'm not quite sure what to do about it. On the one hand, the mechanic is horribly broken and it would be unfair to my players to have NPCs who are using it when they can't. On the other hand, I want to maintain the level of challenge that the encounters with these spellcasters is supposed to have, and I'd rather not completely restat all of the spellcasters who exploit this tactic if I don't have to to keep them challenging. Especially since most of them are one-off encounters and not recurring villains -- I'm replacing some of the major villains with my own campaign villains, so it's mostly the "mook" encounters that need to be fixed. So I'm looking for any suggestions on how to handle this. Specifically, if there's a change in the tactics that the spellcasters can use where they don't have to depend on haste but can still act primarily as damage-dealers every round. I'm not necessarily looking for a way to get them casting two spells per round, but instead some suggestions on things that can pump up the damage that they do so that their one spell that they get to cast each round is more threatening. I haven't run a lot of high-level D&D since the Companion/Masters set campaign I ran a decade ago, and this is the first group of 3.5 characters I've run that have gotten to 10th level without a campaign restart, so any suggestions on running 3.5 spellcasting NPCs is appreciated. [/QUOTE]
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