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General Tabletop Discussion
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Flamestrike" data-source="post: 6864494" data-attributes="member: 6788736"><p>Its not 'just' a +3 vorpal sword. Its also a ring of spell storing that can cast (and concentrate on) any spells cast by others ('or by the champion within it'). </p><p></p><p>Thats nothing though - the Warlock is packing a +3 longsword that deals 2d6 fire damage that ignores resistance to fire. It also grants +3 to spell attack rolls and DCs and negates the penalty for half cover from spell attacks.</p><p></p><p>It (also) maintains concentrate on one domination or charm spell leaving the wielder’s concentration free and spells </p><p>cast using the blade as an arcane focus ignore the fire resistance of the target.</p><p></p><p>Did I mention the wielder is immortal while attuned and does not age? Oh - it also increases Charisma by 2 to a maximum of 24 and grants proficiency/ expertise in Deception and Persuasion.</p><p></p><p>Thats pretty much par for the course for this party. They're all tooled up with +3 'beyond artifact' level magic items that all cast/ store spells and can concentrate on those spells (meaning in addition to the PCs being able to concentrate on two spells each, their gear can concentrate on a third for them).</p><p></p><p>I mean check out this bow:</p><p></p><p><span style="color: #800080"> +3 Oathbow</span> inhabited by the spirt of a Sword Dancer of Eilistraee named Sassindra (11th level Sword Dancer of Eilstraee with the Light Domain)</p><p></p><p>Sentience: Int: 12 (+1) Wis: 18 (+4) Cha: 18 (+4)</p><p></p><p>Communication: The item can speak and read Elvish, Common, Undercommon, Abyssal, and Sylvan. It can communicate telepathically with anyone that carries or wields it.</p><p></p><p>Senses: Hearing and Darkvision out to a range of 120 feet. Her Perception (Wis) is +8 and her Passive Perception is 18.</p><p></p><p>Sassindra: <strong>Sassindra grants the full spellcasting ability of an 11th level cleric with light domain spells and an 18 Wisdom. The wielder can choose the spell list.</strong> Sassindra generally does not take any evil spells that deal with raising the dead.<strong> She casts spells on her initiative which is rolled with a +1 modifier (uses her Intelligence modifier). Any spells she cast use her concentration slots which includes the 5th level ability to concentrate on a second spell per our usual house rules including limitations. The only way to break her concentration is to destroy the bow which can be done by another god level being. </strong></p><p></p><p><strong>Sassindra also has all the abilities of the Light Domain up to 11th level.</strong> She can use them as needed per the normal limitations. Cantrips: Light, Sacred Flame, Resistance, Guidance, Spare the Dying, Mending.</p><p></p><p>Skills: Sassindra has Knowledge (Religion) +5, Perception (Wisdom) +8, Perform (Cha) +8, Medicine (Wisdom) +8, Survival (Wisdom) +8, and Insight (Wisdom) +8.</p><p></p><p>So basically the party are armed with +3 intelligent items that cast and maintain 1-2 concentration spells on thier own (in addition to the two concentration spells at once per PC houserule). </p><p></p><p>DM then complains that 'encounters are not difficult enough' and blames the rule set.</p><p style="text-align: left"><span style="color: #000000"></span></p> <p style="text-align: left"><span style="color: #000000"></span></p> <p style="text-align: left"><span style="color: #000000"></span></p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6864494, member: 6788736"] Its not 'just' a +3 vorpal sword. Its also a ring of spell storing that can cast (and concentrate on) any spells cast by others ('or by the champion within it'). Thats nothing though - the Warlock is packing a +3 longsword that deals 2d6 fire damage that ignores resistance to fire. It also grants +3 to spell attack rolls and DCs and negates the penalty for half cover from spell attacks. It (also) maintains concentrate on one domination or charm spell leaving the wielder’s concentration free and spells cast using the blade as an arcane focus ignore the fire resistance of the target. Did I mention the wielder is immortal while attuned and does not age? Oh - it also increases Charisma by 2 to a maximum of 24 and grants proficiency/ expertise in Deception and Persuasion. Thats pretty much par for the course for this party. They're all tooled up with +3 'beyond artifact' level magic items that all cast/ store spells and can concentrate on those spells (meaning in addition to the PCs being able to concentrate on two spells each, their gear can concentrate on a third for them). I mean check out this bow: [COLOR=#800080] +3 Oathbow[/COLOR] inhabited by the spirt of a Sword Dancer of Eilistraee named Sassindra (11th level Sword Dancer of Eilstraee with the Light Domain) Sentience: Int: 12 (+1) Wis: 18 (+4) Cha: 18 (+4) Communication: The item can speak and read Elvish, Common, Undercommon, Abyssal, and Sylvan. It can communicate telepathically with anyone that carries or wields it. Senses: Hearing and Darkvision out to a range of 120 feet. Her Perception (Wis) is +8 and her Passive Perception is 18. Sassindra: [B]Sassindra grants the full spellcasting ability of an 11th level cleric with light domain spells and an 18 Wisdom. The wielder can choose the spell list.[/B] Sassindra generally does not take any evil spells that deal with raising the dead.[B] She casts spells on her initiative which is rolled with a +1 modifier (uses her Intelligence modifier). Any spells she cast use her concentration slots which includes the 5th level ability to concentrate on a second spell per our usual house rules including limitations. The only way to break her concentration is to destroy the bow which can be done by another god level being. [/B] [B]Sassindra also has all the abilities of the Light Domain up to 11th level.[/B] She can use them as needed per the normal limitations. Cantrips: Light, Sacred Flame, Resistance, Guidance, Spare the Dying, Mending. Skills: Sassindra has Knowledge (Religion) +5, Perception (Wisdom) +8, Perform (Cha) +8, Medicine (Wisdom) +8, Survival (Wisdom) +8, and Insight (Wisdom) +8. So basically the party are armed with +3 intelligent items that cast and maintain 1-2 concentration spells on thier own (in addition to the two concentration spells at once per PC houserule). DM then complains that 'encounters are not difficult enough' and blames the rule set. [LEFT][COLOR=#000000] [/COLOR][/LEFT] [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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