Death's Reach - entering Epic play

MerricB

Eternal Optimist
Supporter
Well, we've entered the world of Epic D&D 4E with our commencement of E1: Death's Reach. Two sessions in, we've resolved six battles, which are taking about an hour per battle.

The battles tend to go like this:

Big epic leader shouts, "I will crush you, puny humans!"

The party goes, "No, you won't - Claws of the Magpie. And we're not human!" (The group is Dragonborn, Goliath, Eladrin, Goblin and Half-Elf. It's a running joke that the enemies always call them human).

Big epic leader attacks once with at will. Then, "I have recovered, puny humans! Now I will crush you!"

The party goes, "No, you won't - Will of the Feywild!". Epic leader hits an ally and is dazed. For an encore, the party just kill him.

With both a Feylock and a Orb Wizard in the party, the group is very, very good at controlling away the greatest threat, and the Cleric and Fighter do very well at protecting the rest of the group. It's somewhat frustrating as a DM, but - as we discussed after the last session - it's also an example of really good play/PC construction on the players' part.

Even with this domination of the battlefield, battles are still taking about an hour each for (approximately) 4 round combats. This is a great, great improvement over the 16th level campaign of 3.5E I was running, but it still occasionally feels slow. At the end of my 3.5e game, Nathaniel was pre-rolling his entire round with his fighter-type character and just announcing "The opponent takes 182 damage". Yes, it sped it up, but it wasn't much fun. This time round, they're rolling when their turn occurs - here are a few things that slow it down:

Adding up numbers. A couple of players are surprisingly weak at that. Or there are a LOT of numbers to add up - or a lot of targets.

Choice of action. I mentioned how Nathaniel used to be able to roll his attacks in other player's turns? Well, he can't do it that now because the effects of the monsters and players change the battlefield so much: his action won't be apparent until it is actually his go. I'm fine with that, even if it makes combat slightly slower.

Number of Actions. At 1st level, the character moves and attacks. Done. Now, they use their move action for one power (often a teleport, that might deal damage in Nathaniel's case) - or replaced by a minor action - their standard action for another power, and then a minor action power.

Greg's Dragonborn often goes once per combat: Minor Action: Divine Strength. Minor Action: Dragonbreath (multiple targets take a while to resolve). Standard Action: Astral Wave (more multiple targets).

Meanwhile, I'm using a minimalist approach for my DM NPC, Splug. His actual attack is something like +35 vs Reflex, dealing 2d4+3d6+5d8+20 damage (assuming combat advantage and sneak attack). Most of the time I roll a d20, if it isn't a 1 he hits, and then he deals 60 damage. (Those are insane numbers, btw. His critical is 5d12+86). As an Essentials thief, his turn is over very quickly, and with four uses of Backstab an encounter, he rarely runs out.

Splug: Init +24, HP 142, AC 36, Fort 31, Ref 37, Will 36. Dagger +35 vs AC or Reflex, 60 damage (crit: 5d12+86).

I'm hoping for some actual role-playing next session as they actually get to meet the Raven Queen. I'm hoping the adventure doesn't drag too much; I really like a lot of E1, but we'll see how it goes in actual play.

Cheers!
 

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Big epic leader shouts, "I will crush you, puny humans!"

The party goes, "No, you won't - Claws of the Magpie. And we're not human!" (The group is Dragonborn, Goliath, Eladrin, Goblin and Half-Elf. It's a running joke that the enemies always call them human).
One of our rotating DM's kept calling our group "Pale skins!" We have a Deva, a Drow, and a dark-skinned tiefling (among others). So three of our group would always shout back "Who are you talking to?"

I am curious to see how this module plays out. Thanks for starting this thread.
 

Are you using the new math from MM3 and MV? That speeds up combat immensely and allows the monsters to provide an appropriate level of threat. We're at level 16 and finding the new math allows combat to run smoothly.
 

Yeah, just make sure the battles are in crazy epic headspace. I mean low epic can start off just a BIT crazy. Pretty soon things should be zonkers.
 

I upgraded the maths for the second session; the monsters still were outclassed by the party. :)

Cheers!
 


I raised a thread like this just the other day. Im in exactly the same situation. Party has entered epic, party is annihilating the opposition (and blieve me, its not from lack of trying to create challenge)

Very simply, its that the party controls the living crap out of the opposition. As one stage, we had an immobilized and weakened Marilith in a difficult terrain zone, a titan in the same zone, 3 other demons stunned in a damaging zone and two artillery creatures, whom by now our parties 2 tanks had managed to get ajacent to. It was a white wash.

Im trying to find ways to deal with it, but pre-essentials classes, to me, pack WAY too many "controller" options. Its like playing a party of 5 controllers that can also tank and strike.

I will overcome and find a way, but its challenging
 

I'd dig up some of Mesh Hong's threads about this epic-tier campaign and the encounters he built -- he had some really fantastic monsters, ideas, and results. They were often ridiculous, and I think that is the theme -- you can really go overboard with the encounters in epic tier, if the party is built reasonably well. Tons of minions, encounter levels way above party level, waves of enemies -- push it a little bit.
 

Exactly. The PCs are going up against cosmic forces in epic tier. Terrain that does 100 points of damage a round, 500' cliffs, etc, all trivial and probably the more mundane things you'll run into. The PCs may have hard control oozing from every pore, but when a single push 1 snuffs your character sooner or later you'll run out of luck...
 

I'll probably incorporate some of those ideas as we get more into the adventure. I'm okay with them rolling over the "easy stuff" in the beginning of the module. :)

Cheers!
 

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