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4th Edition and the Immortals Handbook
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<blockquote data-quote="beej" data-source="post: 4430995" data-attributes="member: 62869"><p>Hey U_K!</p><p></p><p>1st off, I'm glad to hear that you're interested in Philippine Mythology. I'm a little busy right now (exams for my students, plus DMing two games while playing in one), but I'll give you an email about it when things calm down on my end.</p><p></p><p>Now, back on topic:</p><p> </p><p>Yes and no. I haven't played a lot of games, but I must say, I've DM'd a fair number already (including KotS, but we haven't got to Kalarel yet. They just finished the first level of the Keep). Here is my analysis:</p><p></p><p>* DMing it like a slugfest makes it dragging. When I started being very descriptive with how they hit and miss the Thing in the Water (somewhere in the KotS Caves section), and having his attacks vary here and there, it strangely stopped being repetitive. The players started to try different things, instead of spamming AW's, just to see how the ooze "reacted". It still took a loong time, but hardly anyone at the table noticed. </p><p><em>Sidenote; roleplaying a non-sentient ooze, as a DM, was a good theatrical exercise. My better half (she's in the animation industry) once told me that if you can animate a faceless, featureless white sack and manage to give your viewers a sense of emotion, then you are a good animator. Solos are kind of like that.</em></p><p>(I hope I made sense)</p><p></p><p>* Giving them solos that are more than two levels above them makes it dragging (soldiers are especially susceptible to this, with their high defenses). At level 1, a black dragon (4 solo) was deadly and tough, while a white (3 solo) was just deadly. The trend goes on; at level 2 I threw a 4th level solo at one group, and it didn't go dragging, while a 6th level solo (a "downgraded", solo'd Angel of Valor) was just too boring for a party of 3rd level adventurers. Sure they can fight an encounter up to four levels higher than they are, and solos are no different. But still, I recommend keeping it low for the solos.</p><p></p><p>*Players going nova. If all of them uses their daily power/s on the same round, the rest of the fight indeed becomes repetitive. I don't know if this has any actual bearing, but in my personal experience, spreading out the Dailies means something different happens each time.</p><p></p><p>For the record, I've already seen a solo fight go by very fast. Serves me right for making a solo gnome. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p>Seriously though, the party was able to use the grab grass terrain very effectively (something I originally designed to have the gnome use), and they had combat advantage most of the time. It took them six rounds.</p></blockquote><p></p>
[QUOTE="beej, post: 4430995, member: 62869"] Hey U_K! 1st off, I'm glad to hear that you're interested in Philippine Mythology. I'm a little busy right now (exams for my students, plus DMing two games while playing in one), but I'll give you an email about it when things calm down on my end. Now, back on topic: Yes and no. I haven't played a lot of games, but I must say, I've DM'd a fair number already (including KotS, but we haven't got to Kalarel yet. They just finished the first level of the Keep). Here is my analysis: * DMing it like a slugfest makes it dragging. When I started being very descriptive with how they hit and miss the Thing in the Water (somewhere in the KotS Caves section), and having his attacks vary here and there, it strangely stopped being repetitive. The players started to try different things, instead of spamming AW's, just to see how the ooze "reacted". It still took a loong time, but hardly anyone at the table noticed. [I]Sidenote; roleplaying a non-sentient ooze, as a DM, was a good theatrical exercise. My better half (she's in the animation industry) once told me that if you can animate a faceless, featureless white sack and manage to give your viewers a sense of emotion, then you are a good animator. Solos are kind of like that.[/I] (I hope I made sense) * Giving them solos that are more than two levels above them makes it dragging (soldiers are especially susceptible to this, with their high defenses). At level 1, a black dragon (4 solo) was deadly and tough, while a white (3 solo) was just deadly. The trend goes on; at level 2 I threw a 4th level solo at one group, and it didn't go dragging, while a 6th level solo (a "downgraded", solo'd Angel of Valor) was just too boring for a party of 3rd level adventurers. Sure they can fight an encounter up to four levels higher than they are, and solos are no different. But still, I recommend keeping it low for the solos. *Players going nova. If all of them uses their daily power/s on the same round, the rest of the fight indeed becomes repetitive. I don't know if this has any actual bearing, but in my personal experience, spreading out the Dailies means something different happens each time. For the record, I've already seen a solo fight go by very fast. Serves me right for making a solo gnome. :D Seriously though, the party was able to use the grab grass terrain very effectively (something I originally designed to have the gnome use), and they had combat advantage most of the time. It took them six rounds. [/QUOTE]
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