James Gasik
We don't talk about Pun-Pun
Did you miss me saying we played from level 1 to 9?You are not talking about a low level game here (i.e. newbies).
I said nothing about oil, I said improvised torch which the DM said did d6 fire. So 3.5.Oil is 5 fire, not 3. Alchemists fire is 1d4 per turn if you hit. Acid is 2d6, Holy Water is 2d6 (against Undead and Fiends).
It didn't work on this one:Bludgeoing works on most oozes
And didn't I say this is campaign-dependent? That was my whole point, I just had an experience that counters what you were saying- what's been true for you isn't universally true (now if you want to say I'm some edge case, I dunno, it's not like the adventure was homebrew or anything). That wasn't me discrediting you, but saying that isn't always true so you can't just say "well if you do this you'll be fine". There's a lot of critters who are damned unfriendly to weapon-using martials, from the very early parts of the game (you say skeletons, I say shadows) all the way up.Well then you didn't face any of those monsters. There are two pages of monsters on DNDBeyond that are vulnerable to Bludgeoning, that includes ordinary Skeletons
Also some Ozes (which you did fight) have outright immunity to slashing weapons but not others.
Don't have a magic weapon or a easy way to deal elemental damage without a consumable on hand, you can end up in a bad spot. You might say "well, always carry a consumable", but most of the classes in the game don't need to. People say you don't need a spellcaster, but if a party went through the adventure I just went through without a full caster, I don't think they would have made it.