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A wild idea for killing a campaign boss
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<blockquote data-quote="Greenfield" data-source="post: 5815284" data-attributes="member: 6669384"><p>Every gamer I know has schemed a "monster killer" plan of some sort. In first ed. the favorite was the 10 foot block of stone reduced to bowling ball size and flung or dropped into the anti-magic field. (Tensor's Disk didn't have a maximum movement rate then, it just followed behind the caster no matter how fast he was going.)</p><p></p><p>In 2nd Ed the killer trick was throwing a gallon of oil in a cask or jug, as a jumbo Molotov cocktail. 16 D6 the first round, 8 more the second. Add <em>Affect Normal Fires</em> to either round's efforts and you get 32 dice of damage. Not a lot that could stand up to that. (Even Red Dragons weren't immune to fire back then, they just got a better Save). And it only cost 8 gp per shot.</p><p></p><p>Every DM I know has had to decide how much Dispel BS he/she is going to cast on these plans. Do they argue physics, dredge up obscure rules, appeal to common sense, or just say "No"? Or, worse yet, do they say "Yes"? Because once you let that sort of thing work, you know that players will try the same ploy again.</p><p></p><p>So to the OP, consider this from the DM's point of view: Having your character carry a grudge against the campaign boss is good story, it creates plot hooks all over the place. But he may need that campaign boss to, well, be a campaign boss. Letting you nerf him may well force a rewrite of the campaign that the DM just isn't wanting to do.</p><p></p><p>So let "insane schemer" become a personality quirk for your Owl-girl and run with it. Leave the "suicidally insane schemer" role for someone else.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5815284, member: 6669384"] Every gamer I know has schemed a "monster killer" plan of some sort. In first ed. the favorite was the 10 foot block of stone reduced to bowling ball size and flung or dropped into the anti-magic field. (Tensor's Disk didn't have a maximum movement rate then, it just followed behind the caster no matter how fast he was going.) In 2nd Ed the killer trick was throwing a gallon of oil in a cask or jug, as a jumbo Molotov cocktail. 16 D6 the first round, 8 more the second. Add [I]Affect Normal Fires[/I] to either round's efforts and you get 32 dice of damage. Not a lot that could stand up to that. (Even Red Dragons weren't immune to fire back then, they just got a better Save). And it only cost 8 gp per shot. Every DM I know has had to decide how much Dispel BS he/she is going to cast on these plans. Do they argue physics, dredge up obscure rules, appeal to common sense, or just say "No"? Or, worse yet, do they say "Yes"? Because once you let that sort of thing work, you know that players will try the same ploy again. So to the OP, consider this from the DM's point of view: Having your character carry a grudge against the campaign boss is good story, it creates plot hooks all over the place. But he may need that campaign boss to, well, be a campaign boss. Letting you nerf him may well force a rewrite of the campaign that the DM just isn't wanting to do. So let "insane schemer" become a personality quirk for your Owl-girl and run with it. Leave the "suicidally insane schemer" role for someone else. [/QUOTE]
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A wild idea for killing a campaign boss
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