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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6869703" data-attributes="member: 6787650"><p>I'm curious. Why do people make a big deal about the paladin's fear immunity aura? Fear is straightforward to deal with: you typically get a saving throw against it every single round, and once it wears off it often can't be renewed, and there are a ton of low-level spells that negate it. (E.g. Heroism.) The fear aura is nice to have, but again, not something that you should take other risks in order to get.</p><p></p><p>I think the PCs who do this are not actually operating on a rational level--I think they're feeling the herd instinct which says subconsciously, "It's dangerous to be alone!" even when rationally the opposite is true. From a roleplaying perspective, roleplaying irrational instincts is perfectly fine of course, but it's interesting all the same, especially for DMs who are interested in designing challenges--it means that players who are <em>not</em> afraid will have a markedly easier time with the encounter than ones who are. E.g. Celtavian's group of jaded grognards would be less likely to clump up, and would therefore take less damage against the atropal. I think that's worth being aware of.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6869703, member: 6787650"] I'm curious. Why do people make a big deal about the paladin's fear immunity aura? Fear is straightforward to deal with: you typically get a saving throw against it every single round, and once it wears off it often can't be renewed, and there are a ton of low-level spells that negate it. (E.g. Heroism.) The fear aura is nice to have, but again, not something that you should take other risks in order to get. I think the PCs who do this are not actually operating on a rational level--I think they're feeling the herd instinct which says subconsciously, "It's dangerous to be alone!" even when rationally the opposite is true. From a roleplaying perspective, roleplaying irrational instincts is perfectly fine of course, but it's interesting all the same, especially for DMs who are interested in designing challenges--it means that players who are [I]not[/I] afraid will have a markedly easier time with the encounter than ones who are. E.g. Celtavian's group of jaded grognards would be less likely to clump up, and would therefore take less damage against the atropal. I think that's worth being aware of. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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