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Another Deadly Session, and It's Getting Old
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<blockquote data-quote="Retreater" data-source="post: 8102111" data-attributes="member: 42040"><p>Yeah, I think so. We used Pathbuilder to construct the characters, then sort of double check that everything is entered correctly in the Character Sheet on Roll20 on a case-by-case basis. (So if someone gets a roll that seems very low, we'll double check the math and re-roll if necessary after tweaking.) The player who lost his character to the hazard is especially up on the rules and character creation, very detail-oriented. He even calls out what he thinks might be slightly off about other characters. </p><p></p><p></p><p>Never. It just doesn't come up. As presented in the module, there is no way to learn anything about the showdown dungeon to gain a tactical advantage. You're in the middle of a jungle with no helpful NPCs who have ever seen the area - your allies are even magically blocked from getting close to it. They don't know how to pre-buff until a trap is sprung and combat started - and by then there is no time to waste on buffs. The cleric spends every available action and spell slot to heal the party. The party is 100% reactionary to the challenges of the adventure.</p><p>Concerning altering the battlefield, they do attempt tactical positioning, with two tanky characters in the front, wizard in the back, cleric in the middle to reach everyone with burst heals, and a monk who can easily move to where needed. They try to create chokepoints to limit the ability of enemies to reach the softer middle and back ranks. </p><p>In the case of the hazard, the party's tankiest fighter dropped before initiative was rolled. The other tank was up there getting blasted by the insta-death trap (which was still doing high damage on successful saves). The monk moves around to the side and gets flanked by DPS/rogue-types. Eventually second fighter drops to a critical failed save on a vampiric touch from the priest, monk flees with 1 hp remaining.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8102111, member: 42040"] Yeah, I think so. We used Pathbuilder to construct the characters, then sort of double check that everything is entered correctly in the Character Sheet on Roll20 on a case-by-case basis. (So if someone gets a roll that seems very low, we'll double check the math and re-roll if necessary after tweaking.) The player who lost his character to the hazard is especially up on the rules and character creation, very detail-oriented. He even calls out what he thinks might be slightly off about other characters. Never. It just doesn't come up. As presented in the module, there is no way to learn anything about the showdown dungeon to gain a tactical advantage. You're in the middle of a jungle with no helpful NPCs who have ever seen the area - your allies are even magically blocked from getting close to it. They don't know how to pre-buff until a trap is sprung and combat started - and by then there is no time to waste on buffs. The cleric spends every available action and spell slot to heal the party. The party is 100% reactionary to the challenges of the adventure. Concerning altering the battlefield, they do attempt tactical positioning, with two tanky characters in the front, wizard in the back, cleric in the middle to reach everyone with burst heals, and a monk who can easily move to where needed. They try to create chokepoints to limit the ability of enemies to reach the softer middle and back ranks. In the case of the hazard, the party's tankiest fighter dropped before initiative was rolled. The other tank was up there getting blasted by the insta-death trap (which was still doing high damage on successful saves). The monk moves around to the side and gets flanked by DPS/rogue-types. Eventually second fighter drops to a critical failed save on a vampiric touch from the priest, monk flees with 1 hp remaining. [/QUOTE]
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