My last significant campaign ended in the low 20s, so that's the reference point that sticks out most in my mind. At that point, a LV 23 spellcaster isn't worried about the low-level spells (which, of course, at LV 7 are all their spells, and then some).Phlebas said:Maybe, I'm at 7th level, and I think you need to be higher to pull out spells like that for miscellaneous activity (though for the final encounter its def an option). for some reason our party is overloaded with spider climb items so we can spend the final encounter huddling on the ceiling.....
Sounds like what I'm thinking of introducing in my present game - I'm thinking knowledge checks to bypass sneak immunity. Maybe 15 + CR for 1/2 sneak dice; 30+ CR for full sneak dice. Or maybe 10 + 5/sneak die.Phlebas said:"Ah, so we agree the principle and now we're just haggling over the price"
I've no problem with changing the range of creatures immune to sneak, personally i'd like to see a mechanic similar to rangers favoured enemy to change the range. it would allow an undead specialist to be happy traipsing around a crypt, but still be nervous of plants or a construct demolition expert to have a skeleton-phobia.
Crits are a regular feature of combat once the party hits with a significant frequency. Even at, say, a 19-20 crit range and 5 hits per average round, there should be a crit every other round. They still aren't a lot of overall damage, unless you stack a couple crit-improving prestige classes on top of a otherwise crit min/maxed PC.Phlebas said:In my game i have a cleric / fighter with improved crit and lucky dice, so its becoming a regular feature of combat these days, but that may be a personal view..... especially since no-one can match the TWF Fighter / Rogue / Shadowdancer for damage output and she's now thinking of improved critical as well!
It's been decades, but I played a 1st ed Illusionist in a crypt. On the other hand, 3E Illusionists have a lot of non-illusion spells to choose from. I'd say the Illusionist at very low levels; otherwise, the Rogue (unless it's very trap-heavy). I've never had problems feeling useful as a Druid (above LV 1). At low-mid levels, it's hard to make a non-viable fighter build.Phlebas said:I do think you can get issues if you don't mix and match challenges for any character class, try taking a druid, fighter specialising in mounted combat, illusionist and rogue down an undead filled crypt and see who feels more hard done by.... as a DM you have the ability to design PC killers or Gold mines with your decisions - SA immunity is just one of many factors you should be careful not to overuse.
Yep; perhaps it's just one of the two that gives me (personally) difficulty. I still think that there are too many high-CR creatures with sneak immunity.
I've played a number of games with no Rogue; if you allow other classes to gain Trapfinding (or something to replace it, like summons) one way or another, there's really little essential need for a Rogue.Phlebas said:In both the games I play in the Rogue spot has been taken by a Ranger + Artificier or Urban Ranger + Warlock- they're 5 PC games and when we rolled up / pointed up PC's it was just how it came out.
Where I DM there's 2 multi-class rogues and the only comment about SA came up when they were dealing with a bunch of half-golems in the sewers over several sessions. I always justified it as SA immunity was one of the reasons the half-golems were kicking butt of the other thieves guilds. Anyhow, the golems were beaten back and now they're more worried about the bad case of lycanthropy the docklands guild has come down with.....