I haven't read through the rest of the module that carefully. Your post raises another issue, which is that Orcus has tons of HP/high defenses, but aside from his Touch of Death he doesn't have the offensive capabilities to threaten a level 30 party, particularly one with necrotic resistance...
Hmm- is this [WotC adventure path is bad] too obvious to even need posting? I guess after the quality of the other modules in this path, and the severe problems with skill challenges in general, this isn't surprising. Still, there were a lot of modules to learn from by E3, and if there's one...
Redo your stats to Str 13/Int 11. Take Hide Armor Proficiency and then Hide Armor Expertise (from Primal Power). Your AC will be extremely low until you can acquire these feats.
If you can't switch ability scores, strongly consider adding +1 to Str/Wis at 4th level as has been mentioned...
Major spoiler alert for E3: Prince of Undeath. I’m going to assume people can follow along in the module.
The final skill challenge in this module (indeed, the whole final encounter set) is appallingly bad. I haven't seen any reviews or discussions highlighting this point. It's amazing that...
Huh? The example above was a round where Crushing Surge (at-will), action point- Distracting Spate (encounter power) is suboptimal compared to the reverse. That's the same "encounters before at-wills" result that I mentioned.
If a character is routinely using his at-will powers before his encounter powers in a simulation like this, his tactics could probably use a little work (Encounter powers, then at-wills, with some other rule for dailies).
Looking at the DMG, 11th level minions would be worth less XP than 10th level ones. 10th level minions would be worth 125 XP, and 11th level minions would be worth 120 XP instead of the current 150 XP.
Note that the problem I described applies in reverse if you end up using too few 10th level...
There's a small problem with reducing XP for Paragon/Epic minions to correspond to the 5 minions= 1 normal monster at Paragon, or 6 normal monster at Epic, in that the transitions between tiers won't match up evenly. If you have 10th level PCs, you shouldn't be reducing the XP on 11th level...
To add to this: there's a common misconception of what qualifies as a problematic game element. If you can alter the way you run a game significantly, so that a problem issue goes away, that doesn't mean that the issue isn't a problem.
For example, someone who lives near an airport may spend...
It's not the pace of leveling that I'm concerned with, it's the encounter balance.
As I said before,
If you haven't seen DMG 2 and are trying to balance an Epic encounter with minions, you'll use 4 minions in the place of one regular monster, as that's what the XP budget suggests. Or...
This is just a "stealth XP reduction": give the XP for four minions, but where you used to use 4 minions instead use 6 of them (at epic). How would you know to do this other than this sentence in the DMG?
If you saw an encounter with 3 level 30 regular monsters (19K XP each) and 12 level 30...
To resurrect this thread: this minions change makes no sense as presented. I can see why WotC might not want to errata all of the existing minions (though they've been using errata a lot recently).
However, once you have an XP system for balancing encounters, you can't ignore it in favor of...
If you're building a character from scratch, you could start with Str 13, Con 11, Dex 12, Int 13, Wis 9, Cha 17 and put all stat boosts into Str- this gets you the same final ability scores as above, but Int 14 instead of Int 13.
Sure. "" marks elide further statistical issues that aren't worth worrying about in this context.
For n trials with an independent chance of success each trial (here, the chance that a character survives each day in your simulation) of p, the variance of the fraction of successes is p*(1-p)/n...
The 95% confidence margin of error is going to be at most ~ +/- 3% with 1000 days. The margin of error will be lower the farther the true probability of survival is from 50% (you can use the measured survival probability as if it were the true probability and do corresponding calculations)...
A few points:
1) Both fighters select Reaping Strike. It's a much better power for two-handed wielders; this probably accounts for the amount the Great Weapon fighter does better in the simulation. Guardian fighters probably wouldn't take it in the first place; however, the simulation is...
Indeed, this is exactly what I proposed above.
Edit: Another problem ability: The Messenger of Peace (Cleric PP in Divine Power)'s Daily 20 is too good (as players can just focus fire on monsters not affected, then affected monsters one at a time, and it has a strong effect even on a miss).