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"Enter the Crucible" L10 Endurance Utility - Resist 10 all for Encounter
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6015531" data-attributes="member: 1165"><p>This is just my opinion, but I would try to avoid having such a "grindy" NPC who needs a 15 to be hit. (For uber-tough opponents, I tend to use solos of about the same level, plus backup. One solo took and dished out over 200 damage in round one. Both sides were impressed!)</p><p></p><p>There's a poster here complaining about an Illusionist "breaking" his encounters, but they didn't go into details. Was that you? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> (Probably not. I've never seen Visions of Avarice in play, due to having no wizard.)</p><p></p><p></p><p></p><p>Come and Get It is nasty and powerful, having a very high attack bonus on top of everything else, and one of the PCs in my campaign uses it. However, it's direct effects only last one round. (Said fighter likes to use that daily that gives him a "damage aura" (the one that does 1[W]) and then use CAGI to stick opponents next to him for a round.) Afterward the opponents can try to retreat, although this could result in a lot of opportunity attacks that stick them in place, and then they have to take that damage all over again! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I would be opposed to a PC using that power (or having Stoneskin cast on them) and then CAGI. That's taking away a big part of the weakness of being a defender. (I've heard suggestions that Battleragers can be so tough they can "optimize themselves out of a job" but that's assuming they're not using things like CAGI to make it very difficult for opponents to attack anyone other than them.)</p><p></p><p>(Incidentally, if I did that back to a PC using Come and Get It plus the damage aura, they could just laugh off the "damage aura" if they could use Enter the Crucible.)</p><p></p><p></p><p></p><p>I haven't modified the rules, except to deny an extended rest if the situation really calls for it. (For instance, a mob trying to burn down your really tough castle in the night could be loud enough to prevent an extended rest, especially with all that smoke inhalation. But that's extremely rare.)</p><p></p><p>Instead, I've just stayed away from dungeons, and now the PCs are going exploring. The last two sessions saw the PCs nearly run out of healing surges, and the first saw one literally run to 0 surges and another had 2 (and only because he had taken the Durable feat), and last session, the half-giant [goliath] barbarian literally ran out of surges and ended up 1 turn away from falling unconscious and taking ongoing damage simultaneously - he was down to 6 hp and taking ongoing 10 damage. That was one lucky saving throw!</p><p></p><p>I've just "bunched up" the wilderness encounters. You're not facing a single (even if it's a tough) encounter in one day. Instead, you've wandered into an area where cannibal halflings or thri-trin (I used these, but anything will do) frequent. None of the PCs could communicate with the halflings, as their translator turned out to be some sort of serial killer... never mind that <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> On the first of those sessions, the PCs had gone through five encounters plus two skill challenges (the type that saps healing surges; walking through a jungle in heavy armor isn't a great idea) and got attacked in their sleep before they could get an extended rest.</p><p></p><p>I suspect if the PCs IMC didn't have an allergy to cities this pace would be hard to keep up. (Gangs don't attack every night, much less several times a night.)</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6015531, member: 1165"] This is just my opinion, but I would try to avoid having such a "grindy" NPC who needs a 15 to be hit. (For uber-tough opponents, I tend to use solos of about the same level, plus backup. One solo took and dished out over 200 damage in round one. Both sides were impressed!) There's a poster here complaining about an Illusionist "breaking" his encounters, but they didn't go into details. Was that you? :) (Probably not. I've never seen Visions of Avarice in play, due to having no wizard.) Come and Get It is nasty and powerful, having a very high attack bonus on top of everything else, and one of the PCs in my campaign uses it. However, it's direct effects only last one round. (Said fighter likes to use that daily that gives him a "damage aura" (the one that does 1[W]) and then use CAGI to stick opponents next to him for a round.) Afterward the opponents can try to retreat, although this could result in a lot of opportunity attacks that stick them in place, and then they have to take that damage all over again! :) I would be opposed to a PC using that power (or having Stoneskin cast on them) and then CAGI. That's taking away a big part of the weakness of being a defender. (I've heard suggestions that Battleragers can be so tough they can "optimize themselves out of a job" but that's assuming they're not using things like CAGI to make it very difficult for opponents to attack anyone other than them.) (Incidentally, if I did that back to a PC using Come and Get It plus the damage aura, they could just laugh off the "damage aura" if they could use Enter the Crucible.) I haven't modified the rules, except to deny an extended rest if the situation really calls for it. (For instance, a mob trying to burn down your really tough castle in the night could be loud enough to prevent an extended rest, especially with all that smoke inhalation. But that's extremely rare.) Instead, I've just stayed away from dungeons, and now the PCs are going exploring. The last two sessions saw the PCs nearly run out of healing surges, and the first saw one literally run to 0 surges and another had 2 (and only because he had taken the Durable feat), and last session, the half-giant [goliath] barbarian literally ran out of surges and ended up 1 turn away from falling unconscious and taking ongoing damage simultaneously - he was down to 6 hp and taking ongoing 10 damage. That was one lucky saving throw! I've just "bunched up" the wilderness encounters. You're not facing a single (even if it's a tough) encounter in one day. Instead, you've wandered into an area where cannibal halflings or thri-trin (I used these, but anything will do) frequent. None of the PCs could communicate with the halflings, as their translator turned out to be some sort of serial killer... never mind that ;) On the first of those sessions, the PCs had gone through five encounters plus two skill challenges (the type that saps healing surges; walking through a jungle in heavy armor isn't a great idea) and got attacked in their sleep before they could get an extended rest. I suspect if the PCs IMC didn't have an allergy to cities this pace would be hard to keep up. (Gangs don't attack every night, much less several times a night.) [/QUOTE]
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