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*Dungeons & Dragons
A Glimpse Of High-Level Play
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<blockquote data-quote="MortalPlague" data-source="post: 6410406" data-attributes="member: 62721"><p>Thanks guys! I'm not immune to laziness myself. While I've had a pretty good rough idea of what the lich's dungeon looks like, the map on the left was sketched about an hour before the session. Notably, I had to finish the left part of it during a break in play. I doodled the one on the right over an hour or so while listening to the Shut Up & Sit Down podcast, and the level of detail is already much higher. Also, I'm very pleased with the layout, which I think offers some interesting tactical possibilities.</p><p></p><p></p><p></p><p></p><p>Somewhat... Spell slots are always precious, so using them spuriously is rare. In the dungeon crawl from post one, there are a few examples of it. The dao in the first encounter was banished, which took it right out of the fight. The fight was still challenging, since the storm giant and the behir are both tough monsters (and the storm giant had advantageous terrain, being on top of a 40 foot column). But the dao would have made a big difference, were it there.</p><p></p><p>Also, the fact that our sorceress had slippers of spider climbing meant that the missing floor was more an inconvenience than a challenge, but it was nothing that someone with a good climb check couldn't make. Even if she didn't have it, our dwarf barbarian has a feat which lets him jump much further.</p><p></p><p>Elsewhere in the campaign, teleport and teleportation circle have been put to good use. It's not so game-breaking as it used to be, since there's a chance to fail on a teleport, and the circle takes a minute to cast. But it can cut out large amounts of travel. On the flip side, it means your wizard is devoting some high level spell slots to travel, rather than combat.</p><p></p><p>The other big spell I've encountered is heroes' feast. Look it up. Picture a party armed with that going up against a green dragon. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p></p><p></p><p>You're right, I had my feats mixed up. She's tough, not durable.</p><p></p><p></p><p></p><p>I'm curious to see how that develops over time.</p><p></p><p>In my Tyranny of Dragons game (this one), the PCs took those feats as the result of a series of brutal combat encounters from my co-DM. But the tactic is undeniably effective.</p><p></p><p>It hasn't come up in either of the other games I play in, however. And those PCs are doing just fine.</p></blockquote><p></p>
[QUOTE="MortalPlague, post: 6410406, member: 62721"] Thanks guys! I'm not immune to laziness myself. While I've had a pretty good rough idea of what the lich's dungeon looks like, the map on the left was sketched about an hour before the session. Notably, I had to finish the left part of it during a break in play. I doodled the one on the right over an hour or so while listening to the Shut Up & Sit Down podcast, and the level of detail is already much higher. Also, I'm very pleased with the layout, which I think offers some interesting tactical possibilities. Somewhat... Spell slots are always precious, so using them spuriously is rare. In the dungeon crawl from post one, there are a few examples of it. The dao in the first encounter was banished, which took it right out of the fight. The fight was still challenging, since the storm giant and the behir are both tough monsters (and the storm giant had advantageous terrain, being on top of a 40 foot column). But the dao would have made a big difference, were it there. Also, the fact that our sorceress had slippers of spider climbing meant that the missing floor was more an inconvenience than a challenge, but it was nothing that someone with a good climb check couldn't make. Even if she didn't have it, our dwarf barbarian has a feat which lets him jump much further. Elsewhere in the campaign, teleport and teleportation circle have been put to good use. It's not so game-breaking as it used to be, since there's a chance to fail on a teleport, and the circle takes a minute to cast. But it can cut out large amounts of travel. On the flip side, it means your wizard is devoting some high level spell slots to travel, rather than combat. The other big spell I've encountered is heroes' feast. Look it up. Picture a party armed with that going up against a green dragon. :erm: You're right, I had my feats mixed up. She's tough, not durable. I'm curious to see how that develops over time. In my Tyranny of Dragons game (this one), the PCs took those feats as the result of a series of brutal combat encounters from my co-DM. But the tactic is undeniably effective. It hasn't come up in either of the other games I play in, however. And those PCs are doing just fine. [/QUOTE]
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