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7 Years of D&D Stories? And a "Big Reveal" Coming?
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<blockquote data-quote="Sadras" data-source="post: 7665829" data-attributes="member: 6688277"><p>Then I think your DMing skill and fortune paid off in this regard.</p><p></p><p> </p><p></p><p>Most recently the characters under the effects of a <em>Water-breathing</em> ritual swam in haste towards a portal hidden within cavern-lake. They were spotted by the wraith guardians they were attempting to avoid and they immediately split up. One of the characters (rogue) was targeted and suffered an energy drain from the attack of the wraith. Only 1 of the other 4 characters remained to help, being played by me as the player was absent, while the others opted to pass through the portal. The one who remained to help suffered a critical hit, which means I doubled the damage die (potential energy drain too) of the wraith's attack, essentially I rolled 39 points of damage (8d8+3) and he had to make a constitution check DC14 to ensure the hit points didn't come off his permanent total. I rolled another 20 thankfully and the PCs made their escape through the portal - casting <em>Dispel Magic</em> and <em>Stoneshape</em> on the other side, closing it off. </p><p>The players, deciding to abandon their ally instead of suffering potential energy drained, can be argued that they reflected callousness and fear with their actions. </p><p></p><p></p><p></p><p>Some 10 sessions back, the party was in combat with an efreeti and its minions and for the most of the combat they didn't even know about the efreeti which was hiding within a burning house hurling flames at them while they engaged its minions on the lawn. When they finally discovered its presence - the warlocks cast <em>Darkness</em> and hid within to save themselves (the darkness not impeding their ability to see, due to an ability they had).</p><p>The efreeti unable to determine where they were within the area of the <em>Darkness</em> spell, summoned a <em>Wall of Flame</em> zig-zagging through the darkness to ensure that they were affected by the flames (either being in them or near them - both would inflict damage). This resulted in one of the warlock's dropping from the damage sustained. The remaining warlock had a choice to make, pull his friend from the fire and out of the darkness and risk the wrath of the Efreeti or keep on hiding in the darkness and let the flame consume his ally's body.</p><p> </p><p>How is the Chained Cambion's ability more evocative, more complex or manifested more clearly and brilliantly than the Efreeti's? </p><p> </p><p></p><p></p><p>Rip Armour: In 3.x I would look at the hardness of armour, provide a set of armour points and have the chain attacks work against that, describing it as such. </p><p>Tearing Opponents Flesh: If the target was restrained as in my example, I would roll for critical damage. The damage suggested in the stat block is for the chaos and recklessness of combat not helpless victims, IMO. </p><p>Dismembering: Two critical hits would be enough, to satisfy me, that the target had its limb dismembered.</p><p></p><p>As long as hit points keep being inflated as per the later editions, all abilities are relative depending on the current hit points of the characters. So the decision to leave an ally to the psychic damage of the <em>Shackled Minds</em> is really dependent on the characters' hit points, making that ability as complex or brilliant as any other.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7665829, member: 6688277"] Then I think your DMing skill and fortune paid off in this regard. Most recently the characters under the effects of a [I]Water-breathing[/I] ritual swam in haste towards a portal hidden within cavern-lake. They were spotted by the wraith guardians they were attempting to avoid and they immediately split up. One of the characters (rogue) was targeted and suffered an energy drain from the attack of the wraith. Only 1 of the other 4 characters remained to help, being played by me as the player was absent, while the others opted to pass through the portal. The one who remained to help suffered a critical hit, which means I doubled the damage die (potential energy drain too) of the wraith's attack, essentially I rolled 39 points of damage (8d8+3) and he had to make a constitution check DC14 to ensure the hit points didn't come off his permanent total. I rolled another 20 thankfully and the PCs made their escape through the portal - casting [I]Dispel Magic[/I] and [I]Stoneshape[/I] on the other side, closing it off. The players, deciding to abandon their ally instead of suffering potential energy drained, can be argued that they reflected callousness and fear with their actions. Some 10 sessions back, the party was in combat with an efreeti and its minions and for the most of the combat they didn't even know about the efreeti which was hiding within a burning house hurling flames at them while they engaged its minions on the lawn. When they finally discovered its presence - the warlocks cast [I]Darkness[/I] and hid within to save themselves (the darkness not impeding their ability to see, due to an ability they had). The efreeti unable to determine where they were within the area of the [I]Darkness[/I] spell, summoned a [I]Wall of Flame[/I] zig-zagging through the darkness to ensure that they were affected by the flames (either being in them or near them - both would inflict damage). This resulted in one of the warlock's dropping from the damage sustained. The remaining warlock had a choice to make, pull his friend from the fire and out of the darkness and risk the wrath of the Efreeti or keep on hiding in the darkness and let the flame consume his ally's body. How is the Chained Cambion's ability more evocative, more complex or manifested more clearly and brilliantly than the Efreeti's? Rip Armour: In 3.x I would look at the hardness of armour, provide a set of armour points and have the chain attacks work against that, describing it as such. Tearing Opponents Flesh: If the target was restrained as in my example, I would roll for critical damage. The damage suggested in the stat block is for the chaos and recklessness of combat not helpless victims, IMO. Dismembering: Two critical hits would be enough, to satisfy me, that the target had its limb dismembered. As long as hit points keep being inflated as per the later editions, all abilities are relative depending on the current hit points of the characters. So the decision to leave an ally to the psychic damage of the [I]Shackled Minds[/I] is really dependent on the characters' hit points, making that ability as complex or brilliant as any other. [/QUOTE]
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7 Years of D&D Stories? And a "Big Reveal" Coming?
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