Drow overpowered?

Just curious as to how everyone else feel about them...

We've been fighting a lot of them lately, and with their ability to poison, then
after a couple of missed saving throws, put your player unconscious for the
rest of the encounter... well, looks like a formula for a TPK.
 

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Your DM knows that the poison isn't automatic, right? Typically the weapon has to hit, then the poison has to roll vs your Fort to get the effects to occur.

But if one PC is unconscious, you have to make sure he is woken up.
 

Mmmm, I don't know if it can be woken up.

But you can grant your ally additional saving throws via the Heal skill or Powers.

They're no more lethal than a Medusa or similar monsters/effects.
 

Your DM knows that the poison isn't automatic, right? Typically the weapon has to hit, then the poison has to roll vs your Fort to get the effects to occur.

But if one PC is unconscious, you have to make sure he is woken up.
For many of the monsters I have seen and use, the poison is automatic.

But there are lots of automatic damage foes out there. Poison is something that can be easily defeated with cheap alchemists items. Any ongoing damage can be assisted with a healing check from an ally.
 

Well, I don't think they're overpowered from the looks of them, but I haven't used them imc in 4e yet (they're very rare and secretive in my game).

I don't have any problem with "a couple of failed saves in a row takes you out" effects, though. I rarely see anyone fail multiple saves in a row anyhow.
 


y'know who is deadly? Ghouls! Those suckers really kick butt.

Undead in general have been the foes I've challenged my PCs with the most. Wights run out and steal healing surges from the Paladin. Ghouls immobilize the strikers. Ghosts soak a lot of damage, as they're insubstantial (ie: half damage from all sources).

I think there are some winning monster combinations that can just kick butt, and it comes down to what the monsters can add to their attacks.

Auras: can't go near them.
Movement blockers: daze them, immobilize them, you've just limited a wad of their actions. No full attack actions this edition! woot!
Brutes: soak that damage!
Terrain: knock them into a pit and shoot at them; or slip them up. Loving it.

I think Drow could be done well, but I'll ahve to test them when we reach paragon.
 

My biggest issue with them is the darkvision. It's just an annoyance, since I like the idea of darkvision being rare in heroic tier. I think if I allowed one in my game I'd just give them low-light and make it a paragon feat.

... oh, you meant as opponents?
 

Your DM knows that the poison isn't automatic, right? Typically the weapon has to hit, then the poison has to roll vs your Fort to get the effects to occur.

But if one PC is unconscious, you have to make sure he is woken up.

Hmm, the way we've been playing, the poison takes effect on the "hit".

How do you wake one? According to our DM, the last failed saving throw (its 3 total I think) renders the victim unconscious until the end of the encounter (no save ends was mentioned).
 

Mmmm, I don't know if it can be woken up.

But you can grant your ally additional saving throws via the Heal skill or Powers.

They're no more lethal than a Medusa or similar monsters/effects.


We don't have a cleric in our party. Some took cleric multi-class for some of the extra stuff.
 

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