Hi Everyone!
I just recently started DMing the new "mini-adventure" included in the new DMG which will lead my group eventually into KotS. After the first playsession, however, a lot of questions occured to me.
1) Intimidate
My players decided they wanted to play evil characters, so I let them. I like evil characters.^^ But it seems to me the act of intimidating is far too easy. Although it is stated in the PHB that being "unfriendly" grants you a +5 on will defense it is still too easy somehow, some of my players have as much as +10 on intimidate, but only about 11 or 12 on will defense.
So not only am I looking for a rule that states how often it is possible to try to intimidate someone out of combat, but also it seems strange to me that my tiefling warlock is very good AT intimidating but also very weak AGAINST bein intimidated.
Any thoughts?
2) Warlock constantly hurting himself
I assume this "Hellish Rebuke" power already screams for the action of hurting yourself every round, but is "I cut myself a little bit (1HP) with my Scythe on my back" really a minor or free action? Then what's the whole point of this "Hellish Rebuke" if it's so easy to trigger the second effect?
3) Temporary Hitpoints
Sigh, so the PHB states they don't stack from different sources, and that's about it. So my Paladin uses "Bolstering Strike" and gets lets say 2 Temp HP. Then he uses his "Lifedrinking Longsword" to kill someone, and the sword grants him 5 temp HP. So I assume he has 5 temp Hp then, because temp HP don't stack and 5>2. Is this right?
But what if he kills someone with the sword (+5 temp HP) and in the next round uses his "Bolstering Strike"? He already has 5 temp HP, so is the Strike really useless then?
4) Adventure Hook for evil Groups (SPOILER)
As I said I plan to go to KotS now, and I use the "missing mentor" hook to get them there, because that seemed to me the only reasonable hook for evil chars. But what if they get there then? They all worship Bane except for 1 who worships the Raven Queen (my only hope^^), but is this really enough to bring them as far as stopping the Cult of Orcus? Is this adventure even playable for an evil group?
PS:: I really hate the fact they left out evil characters completely, there are not only no adventure hooks but also not even "channel divinity" feats for the evil divine classes.
I just recently started DMing the new "mini-adventure" included in the new DMG which will lead my group eventually into KotS. After the first playsession, however, a lot of questions occured to me.
1) Intimidate
My players decided they wanted to play evil characters, so I let them. I like evil characters.^^ But it seems to me the act of intimidating is far too easy. Although it is stated in the PHB that being "unfriendly" grants you a +5 on will defense it is still too easy somehow, some of my players have as much as +10 on intimidate, but only about 11 or 12 on will defense.
So not only am I looking for a rule that states how often it is possible to try to intimidate someone out of combat, but also it seems strange to me that my tiefling warlock is very good AT intimidating but also very weak AGAINST bein intimidated.
Any thoughts?
2) Warlock constantly hurting himself
I assume this "Hellish Rebuke" power already screams for the action of hurting yourself every round, but is "I cut myself a little bit (1HP) with my Scythe on my back" really a minor or free action? Then what's the whole point of this "Hellish Rebuke" if it's so easy to trigger the second effect?
3) Temporary Hitpoints
Sigh, so the PHB states they don't stack from different sources, and that's about it. So my Paladin uses "Bolstering Strike" and gets lets say 2 Temp HP. Then he uses his "Lifedrinking Longsword" to kill someone, and the sword grants him 5 temp HP. So I assume he has 5 temp Hp then, because temp HP don't stack and 5>2. Is this right?
But what if he kills someone with the sword (+5 temp HP) and in the next round uses his "Bolstering Strike"? He already has 5 temp HP, so is the Strike really useless then?
4) Adventure Hook for evil Groups (SPOILER)
As I said I plan to go to KotS now, and I use the "missing mentor" hook to get them there, because that seemed to me the only reasonable hook for evil chars. But what if they get there then? They all worship Bane except for 1 who worships the Raven Queen (my only hope^^), but is this really enough to bring them as far as stopping the Cult of Orcus? Is this adventure even playable for an evil group?
PS:: I really hate the fact they left out evil characters completely, there are not only no adventure hooks but also not even "channel divinity" feats for the evil divine classes.