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<blockquote data-quote="Jack99" data-source="post: 5115565" data-attributes="member: 53135"><p>So, we are going to have yet another new character in the group the next time we play. Not that anyone died, but J, who plays the invoker, is quite unhappy about the class. He doesn't like the feel and can't really get into it. So we talked about it, and I gave him a couple of days to consider things again (I always allow character changes, but I do feel I make sure they really want it, before allowing it). So, for Tuesday, he will roll up a human wizard, so he is staying within the same role. Actually I think he has already rolled it up, and we will see about it later today, when we play in another campaign.</p><p></p><p>Of course, it's always annoying if your players want to change their characters, as it does create some issues with continuity in the campaign, as well as the flow in the group. I do however feel that those problems are overshadowed by the benefit of having happy players. I have also found that the wish to create new characters (for my players anyway) always happen during the first 1-4 levels. After that, I can't recall when I have last experienced an unforced character change. Must have been in 2e.</p><p></p><p>Thinking about next time, the players need to find and fight the Green Warrior Goblins in their lair. Two things have made it impossible for me to finish the adventure. I can't decide how their lair should be - fort, caves, ruins etc, and how the battle should flow. Or rather, I haven't been able to. Reading this post <a href="http://www.enworld.org/forum/5102988-post20.html" target="_blank">S'mon's post</a>. I am planning to do just that. Run the GWG lair as one big encounter. The PC's enter the lair, fight a few goblins, the alarm is rung, and if they do not retreat, wave after wave of goblins will arrive from different part of the lair, trying to overcome the PC's. </p><p></p><p>Might be tricky though, since I would have to carefully construct the room where all or most of the fighting will take place, and make sure that it is attractive enough (defensibly) to have the PC's stay, while not being too good, so that they just crush the poor goblins.</p><p></p><p>Then again that's kinda defeating the point of my Green Warrior goblins. I gave them a hobgoblin trainer in order for them to distinguish themselves from other goblins, but their tactics should reflect, well the superior tactics that a hobgoblin would teach them. So I want to show that off as well, without turning the superior tactics part too much into the realm of nasty traps, since that is a kobold thing.</p><p></p><p>I wonder how many goblins you can squeeze into a n+7 encounter... should be fun either way.</p><p></p><p>-------------</p><p></p><p>The player mentioned in the last post has decided to switch. He will be making a cold-themed orb of imposition wizard. </p><p></p><p>Chilling cloud, ray of frost, icy terrain and (I imagine, he wasn't quite done selecting powers) Icy Rays/Chill claws. Nothing even remotely overpowered. He will also chose grease (has always been his favorite spell, since we started playing) and most likely sleep. </p><p></p><p>In order to keep the cold theme, I suggested to him the possibility of adding the cold keyword to both spells. Grease would instead be a sheet of ice that makes people fall, and sleep would cause targets to first slow down before finally turning to ice statues. There would be no mechanical change to the spells, but it would give the character a even stronger flavor (IMO). Of course, I could have missed something (a synergy with certain feats) that could give problems, but offhand, I can't see any. Anyone else want to weigh in on this? Maybe someone has tried to do something similar?</p><p></p><p>Another thing that I completely forgot when I wrote the writeup of our last session. We had a little talk about Font of Life (again). According to WotC, Font of Life applies to death saves (I asked during the first Twitter Thursday), and whoever I talked to was pretty adamant on the subject. Anyway, this caused an issue during the game. The warden went down, and he started to roll death saves. He rolled twice per round, no matter the result, but after a couple of rounds, it struck me. </p><p></p><p>The warden shouldn't get the end of turn roll, if he passes the font of life death save. If he does, it would just become a bonus-try-to-pop-a-surge-roll.</p><p></p><p>Agree? (This is all assuming that you accept the fact that Font of Life applies to death saves)</p><p></p><p>Speaking of dying rules, there is something that has annoyed me for a while. A dying character has a chance to pop a surge and rejoin combat. A stabilized character can do nothing of the sort, and is left completely at the mercy of his companions' choices. Is this *fair*? Is it merely a balance, meaning that as long as you can die, you can get back, but the moment there is no chance of dying, you should no longer be able to get back in the game on your own?</p><p></p><p>Thoughts?</p><p></p><p>I have started a <a href="http://www.enworld.org/forum/d-d-4th-edition-rules/272696-font-life-connundrum-dying-rules-question.html#post5103932" target="_blank">thread </a>regarding the Font of Life issue and the dying rules over in the rules forum, just to get more imput. Feel free to comment either place.</p></blockquote><p></p>
[QUOTE="Jack99, post: 5115565, member: 53135"] So, we are going to have yet another new character in the group the next time we play. Not that anyone died, but J, who plays the invoker, is quite unhappy about the class. He doesn't like the feel and can't really get into it. So we talked about it, and I gave him a couple of days to consider things again (I always allow character changes, but I do feel I make sure they really want it, before allowing it). So, for Tuesday, he will roll up a human wizard, so he is staying within the same role. Actually I think he has already rolled it up, and we will see about it later today, when we play in another campaign. Of course, it's always annoying if your players want to change their characters, as it does create some issues with continuity in the campaign, as well as the flow in the group. I do however feel that those problems are overshadowed by the benefit of having happy players. I have also found that the wish to create new characters (for my players anyway) always happen during the first 1-4 levels. After that, I can't recall when I have last experienced an unforced character change. Must have been in 2e. Thinking about next time, the players need to find and fight the Green Warrior Goblins in their lair. Two things have made it impossible for me to finish the adventure. I can't decide how their lair should be - fort, caves, ruins etc, and how the battle should flow. Or rather, I haven't been able to. Reading this post [URL="http://www.enworld.org/forum/5102988-post20.html"]S'mon's post[/URL]. I am planning to do just that. Run the GWG lair as one big encounter. The PC's enter the lair, fight a few goblins, the alarm is rung, and if they do not retreat, wave after wave of goblins will arrive from different part of the lair, trying to overcome the PC's. Might be tricky though, since I would have to carefully construct the room where all or most of the fighting will take place, and make sure that it is attractive enough (defensibly) to have the PC's stay, while not being too good, so that they just crush the poor goblins. Then again that's kinda defeating the point of my Green Warrior goblins. I gave them a hobgoblin trainer in order for them to distinguish themselves from other goblins, but their tactics should reflect, well the superior tactics that a hobgoblin would teach them. So I want to show that off as well, without turning the superior tactics part too much into the realm of nasty traps, since that is a kobold thing. I wonder how many goblins you can squeeze into a n+7 encounter... should be fun either way. ------------- The player mentioned in the last post has decided to switch. He will be making a cold-themed orb of imposition wizard. Chilling cloud, ray of frost, icy terrain and (I imagine, he wasn't quite done selecting powers) Icy Rays/Chill claws. Nothing even remotely overpowered. He will also chose grease (has always been his favorite spell, since we started playing) and most likely sleep. In order to keep the cold theme, I suggested to him the possibility of adding the cold keyword to both spells. Grease would instead be a sheet of ice that makes people fall, and sleep would cause targets to first slow down before finally turning to ice statues. There would be no mechanical change to the spells, but it would give the character a even stronger flavor (IMO). Of course, I could have missed something (a synergy with certain feats) that could give problems, but offhand, I can't see any. Anyone else want to weigh in on this? Maybe someone has tried to do something similar? Another thing that I completely forgot when I wrote the writeup of our last session. We had a little talk about Font of Life (again). According to WotC, Font of Life applies to death saves (I asked during the first Twitter Thursday), and whoever I talked to was pretty adamant on the subject. Anyway, this caused an issue during the game. The warden went down, and he started to roll death saves. He rolled twice per round, no matter the result, but after a couple of rounds, it struck me. The warden shouldn't get the end of turn roll, if he passes the font of life death save. If he does, it would just become a bonus-try-to-pop-a-surge-roll. Agree? (This is all assuming that you accept the fact that Font of Life applies to death saves) Speaking of dying rules, there is something that has annoyed me for a while. A dying character has a chance to pop a surge and rejoin combat. A stabilized character can do nothing of the sort, and is left completely at the mercy of his companions' choices. Is this *fair*? Is it merely a balance, meaning that as long as you can die, you can get back, but the moment there is no chance of dying, you should no longer be able to get back in the game on your own? Thoughts? I have started a [URL="http://www.enworld.org/forum/d-d-4th-edition-rules/272696-font-life-connundrum-dying-rules-question.html#post5103932"]thread [/URL]regarding the Font of Life issue and the dying rules over in the rules forum, just to get more imput. Feel free to comment either place. [/QUOTE]
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