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CR, DR and dead heroes...
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<blockquote data-quote="Saeviomagy" data-source="post: 834259" data-attributes="member: 5890"><p>I think it's fairly clear that, with a couple of exceptions, the party played extremely poorly.</p><p></p><p>It also sounds like (apart from the illusionist), they're not so much a party as a group of people. ie - there wasn't much in the way of group tactics, beyond the psywar tripping the devil, or the illusionist buffing people. Is this about right?</p><p></p><p>Finally, I hate to say it, but a group with no healing is going to have some serious troubles. Reduced healing, I can understand. Being reluctant to use slots to heal, I can understand. Not healing someone who's practically dead (the paladin) is just being silly.</p><p></p><p>The first non+ enchantment I get on a weapon (assuming I get to choose it) is going to be sure striking. The next one will be ghost touch. Damage is nice, but being totally unable to hurt your opponent seriously outweighs the advantages of an elemental weapon.</p><p></p><p>It sounds like your party really don't know their own powers, or the advantages and disadvantages of their choices. Would you say that a large proportion of your group has a tenuous grasp on the rules? If that's the case, and they're unwilling to invest their time, perhaps you should give them some appropriate strategy tips. Telling them the disadvantages of elemental weapons in the first place would possibly have encouraged one or more of them to run with +2 instead of +1, cold. ie - the wizard they employ to enchant the thing says "All these guys, coming in, asking for the elemental enchantments... it's flashy, it looks cool, it makes your opponents burn to a crisp. Give me a +2 weapon any day. You never know when you'll meet a devil...". After all, his business depends on customer satisfaction. If his weapons fail, his customers die, and he loses business. Good advice means they rake in more treasure, and meet more powerful foes, and need better weapons.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 834259, member: 5890"] I think it's fairly clear that, with a couple of exceptions, the party played extremely poorly. It also sounds like (apart from the illusionist), they're not so much a party as a group of people. ie - there wasn't much in the way of group tactics, beyond the psywar tripping the devil, or the illusionist buffing people. Is this about right? Finally, I hate to say it, but a group with no healing is going to have some serious troubles. Reduced healing, I can understand. Being reluctant to use slots to heal, I can understand. Not healing someone who's practically dead (the paladin) is just being silly. The first non+ enchantment I get on a weapon (assuming I get to choose it) is going to be sure striking. The next one will be ghost touch. Damage is nice, but being totally unable to hurt your opponent seriously outweighs the advantages of an elemental weapon. It sounds like your party really don't know their own powers, or the advantages and disadvantages of their choices. Would you say that a large proportion of your group has a tenuous grasp on the rules? If that's the case, and they're unwilling to invest their time, perhaps you should give them some appropriate strategy tips. Telling them the disadvantages of elemental weapons in the first place would possibly have encouraged one or more of them to run with +2 instead of +1, cold. ie - the wizard they employ to enchant the thing says "All these guys, coming in, asking for the elemental enchantments... it's flashy, it looks cool, it makes your opponents burn to a crisp. Give me a +2 weapon any day. You never know when you'll meet a devil...". After all, his business depends on customer satisfaction. If his weapons fail, his customers die, and he loses business. Good advice means they rake in more treasure, and meet more powerful foes, and need better weapons. [/QUOTE]
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