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City of the Spider Queen 3.5
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<blockquote data-quote="Eccles" data-source="post: 1651958" data-attributes="member: 5675"><p>Haste is a pretty big issue, to be honest. A lot of the villains are spellcasters, and a lot of them are designed to take advantage of the "cast haste and blast away with spells" tactic. </p><p></p><p>I'm not sure what you could to to balance this. Obviously you shouldn't really have to, but you're going to find that there's a lot of very shortlived mages in very small rooms, who would otherwise have hasted and then blasted the enemy into oblivion.</p><p></p><p>Probably the best thing you can do is give those who could cast it <em>Dimension Door</em>, and let them run away before returning with the requisite fighter backup. Others will be lucky to get one spell off before being swatted by over-equipped front line fighters who open a door to find a wizard just inside.</p><p></p><p>--</p><p></p><p>Turning to the roleplaying side of things... This is a massive failing in the book. It is a long dungeon crawl, with no resupply points. Later on, when healing becomes difficult, this really becomes an issue. There is absolutely nobody to talk to at several points, and unless your PCs divert from the plot of the book, they're as likely to violently slaughter the conversation-making NPCs than actually talk to them.</p><p></p><p>Also, the book doesn't allow for a lot of 'creative' behaviour by the PCs. Going "off plot" will give you a lot of problems if you try to be prepared. </p><p></p><p>I counteres the roleplaying to an extent by having a full 10 levels of backstory, and giving the PCs flashes of what was happening on the surface. In hindsight, I'd like to have given them moments of playing other characters on the surface for 5 minute at a time "segments" of conversation or significant combat.</p><p></p><p>--</p><p></p><p>All in all, expect deaths from the party if they don't munchkin up from day 1. After a few weeks, you're going to have to come up with some imaginative ways to introduce new characters whilst 2 miles underground. Oh, and the huge travelling element is tricky and repetitive.</p><p></p><p>That said, it's an imaginative enough scenario, and fun if you cplayers want a good long session of tearing it up. Truly creative and resourceful players may find one of several ways to make life terribly hard for you as DM in the latter stages, mind you!</p><p></p><p>--</p><p></p><p>Oh, and copy the Appendices from the back of the book. Too darn many of them over too darn many different pages!</p></blockquote><p></p>
[QUOTE="Eccles, post: 1651958, member: 5675"] Haste is a pretty big issue, to be honest. A lot of the villains are spellcasters, and a lot of them are designed to take advantage of the "cast haste and blast away with spells" tactic. I'm not sure what you could to to balance this. Obviously you shouldn't really have to, but you're going to find that there's a lot of very shortlived mages in very small rooms, who would otherwise have hasted and then blasted the enemy into oblivion. Probably the best thing you can do is give those who could cast it [I]Dimension Door[/I], and let them run away before returning with the requisite fighter backup. Others will be lucky to get one spell off before being swatted by over-equipped front line fighters who open a door to find a wizard just inside. -- Turning to the roleplaying side of things... This is a massive failing in the book. It is a long dungeon crawl, with no resupply points. Later on, when healing becomes difficult, this really becomes an issue. There is absolutely nobody to talk to at several points, and unless your PCs divert from the plot of the book, they're as likely to violently slaughter the conversation-making NPCs than actually talk to them. Also, the book doesn't allow for a lot of 'creative' behaviour by the PCs. Going "off plot" will give you a lot of problems if you try to be prepared. I counteres the roleplaying to an extent by having a full 10 levels of backstory, and giving the PCs flashes of what was happening on the surface. In hindsight, I'd like to have given them moments of playing other characters on the surface for 5 minute at a time "segments" of conversation or significant combat. -- All in all, expect deaths from the party if they don't munchkin up from day 1. After a few weeks, you're going to have to come up with some imaginative ways to introduce new characters whilst 2 miles underground. Oh, and the huge travelling element is tricky and repetitive. That said, it's an imaginative enough scenario, and fun if you cplayers want a good long session of tearing it up. Truly creative and resourceful players may find one of several ways to make life terribly hard for you as DM in the latter stages, mind you! -- Oh, and copy the Appendices from the back of the book. Too darn many of them over too darn many different pages! [/QUOTE]
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