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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Celtavian" data-source="post: 6841132" data-attributes="member: 5834"><p>I wouldn't worry too much about the snow. Now the pit with the club would have been a serious advantage. Melee types knocked into a pit would take a few rounds to get out, more if they missed climb checks. I certainly wouldn't let them climb out without serous climb checks if the pit was steep. I'm not sure why they would have this prepared given the area is a cave or why the pit would be in there. This seems like something tossed in that doesn't make sense within the context of the adventure. I'm glad <strong>Flamestrike</strong> decided against this one. The cave is a temporary base for Frost Giant raiders. Not a lair they've set up to their advantage with a magic item that can take advantage of it. If you're going to use Frost Giants in the same fashion as random orcs with dire wolves, then don't put too many bells and whistles in the encounter. Keep it simple like a low level party finding some orc raiders with wolves.</p><p></p><p></p><p></p><p></p><p>Would you really have players with insufficient Insight to determine something is wrong with the little girl? My players would not interact with her until the room was cleared and she had been vetted using Insight to determine if she is telling the truth. Experienced players stopped falling for lost little girls and wounded people laying in horrible places ages ago unless you have a substantially high Deception. I imagine you would give one of the death slaad a substantial Deception skill?</p><p></p><p>I thought about doing this as a DM myself at first. Then I decided it likely wouldn't work given PCs would use Insight to vet the little girl and likely quickly determine she is off. Same with a wounded person pretending to be an adventurer that had failed. Insight is one of those never leave home without it skills.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6841132, member: 5834"] I wouldn't worry too much about the snow. Now the pit with the club would have been a serious advantage. Melee types knocked into a pit would take a few rounds to get out, more if they missed climb checks. I certainly wouldn't let them climb out without serous climb checks if the pit was steep. I'm not sure why they would have this prepared given the area is a cave or why the pit would be in there. This seems like something tossed in that doesn't make sense within the context of the adventure. I'm glad [b]Flamestrike[/b] decided against this one. The cave is a temporary base for Frost Giant raiders. Not a lair they've set up to their advantage with a magic item that can take advantage of it. If you're going to use Frost Giants in the same fashion as random orcs with dire wolves, then don't put too many bells and whistles in the encounter. Keep it simple like a low level party finding some orc raiders with wolves. Would you really have players with insufficient Insight to determine something is wrong with the little girl? My players would not interact with her until the room was cleared and she had been vetted using Insight to determine if she is telling the truth. Experienced players stopped falling for lost little girls and wounded people laying in horrible places ages ago unless you have a substantially high Deception. I imagine you would give one of the death slaad a substantial Deception skill? I thought about doing this as a DM myself at first. Then I decided it likely wouldn't work given PCs would use Insight to vet the little girl and likely quickly determine she is off. Same with a wounded person pretending to be an adventurer that had failed. Insight is one of those never leave home without it skills. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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