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Cloak of the Walking Wounded
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<blockquote data-quote="dvvega" data-source="post: 5225939" data-attributes="member: 524"><p>Actually they are achieving at least 1 milestone per day sometimes 2. They are facing encounters appropriate to their level using a distribution similar to the DMG page 104. They are currently 9th level, so to gain that 9th level they faced 7th, 8th * 3, 9th * 3, and 11th * 1 encounters for the level.</p><p></p><p>@Mengu - I didn't want to throw in Surge "eating" monsters because the campaign/storyline is very light on the undead. One thing I do not have is the MM3 and the "corrections" to damage and attack values. Perhaps I need to get hold of that.</p><p></p><p>As for party make up - because it seems people need this for the answer (I have stated what I think their surges are from memory). You can see that if I throw 3 to 4 encounters at them per day they have plenty of surges - except for the Shaman:</p><p></p><p>Dwarf Fighter (Battlerager - using WOTC errata) </p><p>surges 13 at least.</p><p></p><p>Elf Druid (Charge focused - very focused ... gets +1d10 damage on charges into flank)</p><p>surges 9 or 10.</p><p></p><p>Human Barbarian (rage rage rage) </p><p>surges 10</p><p></p><p>Elf Shaman (Protecting Spirit)</p><p>surges 8</p><p></p><p>Shifter Warden</p><p>surges 11</p><p></p><p>And those that think a standard action is a waste, I have seen Second Wind, Action Point combinations. Just that simple expenditure of the Action Point means that all the damage output is negated and the Shaman doesn't waste a healing ability.</p><p></p><p>The Dwarf using a Feat can Second Wind as an Immediate Interrupt so the Shaman can focus on healing everyone else. </p><p></p><p>I am happy that my players are working well together. The defenders do their thing, the Fighter can single out an opponent and stop them from moving anywhere, the only character that has died is the Barbarian and that was due to approximately 10 bad rolls in a row and against the big encounter of the level.</p><p></p><p>I've used terrain that was obviously to my advantage, I've set up traps that mess around with their standard combat manoeuvres.</p><p></p><p>As I have said, this Cloak seems to be the thing that is making them impossible to challenge except with a big encounter. However if I keep throwing Level + 3 or Level +4 encounters at them then they will level up faster (due to experience gains) and thus my power curve accelerates faster than I wish it to.</p><p></p><p>Skill tests and trap-only encounters have caused them problems before however once again I want to use a mixture of things not "just this" or "just that".</p><p></p><p>D</p></blockquote><p></p>
[QUOTE="dvvega, post: 5225939, member: 524"] Actually they are achieving at least 1 milestone per day sometimes 2. They are facing encounters appropriate to their level using a distribution similar to the DMG page 104. They are currently 9th level, so to gain that 9th level they faced 7th, 8th * 3, 9th * 3, and 11th * 1 encounters for the level. @Mengu - I didn't want to throw in Surge "eating" monsters because the campaign/storyline is very light on the undead. One thing I do not have is the MM3 and the "corrections" to damage and attack values. Perhaps I need to get hold of that. As for party make up - because it seems people need this for the answer (I have stated what I think their surges are from memory). You can see that if I throw 3 to 4 encounters at them per day they have plenty of surges - except for the Shaman: Dwarf Fighter (Battlerager - using WOTC errata) surges 13 at least. Elf Druid (Charge focused - very focused ... gets +1d10 damage on charges into flank) surges 9 or 10. Human Barbarian (rage rage rage) surges 10 Elf Shaman (Protecting Spirit) surges 8 Shifter Warden surges 11 And those that think a standard action is a waste, I have seen Second Wind, Action Point combinations. Just that simple expenditure of the Action Point means that all the damage output is negated and the Shaman doesn't waste a healing ability. The Dwarf using a Feat can Second Wind as an Immediate Interrupt so the Shaman can focus on healing everyone else. I am happy that my players are working well together. The defenders do their thing, the Fighter can single out an opponent and stop them from moving anywhere, the only character that has died is the Barbarian and that was due to approximately 10 bad rolls in a row and against the big encounter of the level. I've used terrain that was obviously to my advantage, I've set up traps that mess around with their standard combat manoeuvres. As I have said, this Cloak seems to be the thing that is making them impossible to challenge except with a big encounter. However if I keep throwing Level + 3 or Level +4 encounters at them then they will level up faster (due to experience gains) and thus my power curve accelerates faster than I wish it to. Skill tests and trap-only encounters have caused them problems before however once again I want to use a mixture of things not "just this" or "just that". D [/QUOTE]
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