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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3.5] An experiment to nerf the full casters
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<blockquote data-quote="Croesus" data-source="post: 5347032" data-attributes="member: 35019"><p>Interesting. When my group went through Monte's Return to the Temple of Elemental Evil (3.0), we had big problems with save or die, save or held, etc. Perhaps part of that was because Monte gave the enemy casters additional bonuses due to the Madness domain, perhaps it's just too easy to target a character's weak save (huge difference between a good and a weak save). We also tend to play with characters who have better than average stats, which can also skew the results.</p><p></p><p>This is a good example of my question to Particle Man - each group seems to have different experiences, and something that's a problem on these boards likely isn't an issue with many groups.</p></blockquote><p></p>
[QUOTE="Croesus, post: 5347032, member: 35019"] Interesting. When my group went through Monte's Return to the Temple of Elemental Evil (3.0), we had big problems with save or die, save or held, etc. Perhaps part of that was because Monte gave the enemy casters additional bonuses due to the Madness domain, perhaps it's just too easy to target a character's weak save (huge difference between a good and a weak save). We also tend to play with characters who have better than average stats, which can also skew the results. This is a good example of my question to Particle Man - each group seems to have different experiences, and something that's a problem on these boards likely isn't an issue with many groups. [/QUOTE]
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[3.5] An experiment to nerf the full casters
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