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CR, DR and dead heroes...
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<blockquote data-quote="Brista" data-source="post: 833100" data-attributes="member: 11332"><p><strong></strong></p><p><strong></strong></p><p><strong>With an average of +3.5 damage frost and so on are in general more powerful than an extra level of enhancement</strong></p><p><strong></strong></p><p><strong>Without meaning to sound heartless, your group have had a lesson in the value of enhancement bonus - they did rather put all their eggs in one basket assembling a collection that can <em>slaughter</em> creatures without damage reduction but fail against things like this devil</strong></p><p><strong></strong></p><p><strong>It seems to me that the game introduces hard to hit monsters very early and very deliberately. Shadows for instance are the bane of low level characters</strong></p><p><strong></strong></p><p><strong>The problems were the</strong></p><p><strong>- length of time they took to kill it which they could have solved with better tactics and/or better choice of items and perhaps spells.</strong></p><p><strong>- poor play, the missed lay of hands, the ganging up on the mount leaving one character alone against a CR9 monster for what proved to be too long. (There was some good play - the use of trip for instance)</strong></p><p><strong>- the use of a killer spell. Well Phantasmal Killer is an appropriate spell to hit a level 8-9 party with. They can cast it, after all. Had it been Power Word Kill it might be unfair</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>The real issues is did they learn anything that would make them play better and do they enjoy your games? I am convinced that giving them the occasional tough challenge like this one will keep them coming back for more. If you allow too much player democracy then your games will start to become a series of exp and item runs rather than a genuinely absorbing challenge <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></strong></p><p><strong></strong></p><p><strong>One last suggestion: make what they achieved have significant effects in the campaign if possible - NPC reactions and so on. It was a very impressive victory even at the cost</strong></p></blockquote><p></p>
[QUOTE="Brista, post: 833100, member: 11332"] [B] With an average of +3.5 damage frost and so on are in general more powerful than an extra level of enhancement Without meaning to sound heartless, your group have had a lesson in the value of enhancement bonus - they did rather put all their eggs in one basket assembling a collection that can [i]slaughter[/i] creatures without damage reduction but fail against things like this devil It seems to me that the game introduces hard to hit monsters very early and very deliberately. Shadows for instance are the bane of low level characters The problems were the - length of time they took to kill it which they could have solved with better tactics and/or better choice of items and perhaps spells. - poor play, the missed lay of hands, the ganging up on the mount leaving one character alone against a CR9 monster for what proved to be too long. (There was some good play - the use of trip for instance) - the use of a killer spell. Well Phantasmal Killer is an appropriate spell to hit a level 8-9 party with. They can cast it, after all. Had it been Power Word Kill it might be unfair The real issues is did they learn anything that would make them play better and do they enjoy your games? I am convinced that giving them the occasional tough challenge like this one will keep them coming back for more. If you allow too much player democracy then your games will start to become a series of exp and item runs rather than a genuinely absorbing challenge :) One last suggestion: make what they achieved have significant effects in the campaign if possible - NPC reactions and so on. It was a very impressive victory even at the cost[/b] [/QUOTE]
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