DerianCypher
First Post
My players stay out please.
Alright, I had a session today and it went mostly fine expcept for the last battle.
First off.. I'm using multiple house rules which substantially increases the group power level. First off, Gestalt Characters from Unearthed Arcana.. basically, a character chooses 2 classes from which to gain the benefits from. Any abilities that overlap you choose the better of the two. For example, a Gestalt Cleric/Rogue would have all good saves, d8 HD, fair bab, spells like a cle 1, all the rogue skills + cleric skills, 8+intx4 skill points (level one for the x4), etc etc.
Secondly, we are using a recharge magic system. This means casters have infinite spells per day but those spells have a recharge time. For example, the highest lvl spell for a bard/sorc has a recharge time for 1d4+1 rounds, second highest the same, 3rd highest only 1d4 and down from there.
Now, The group was as follow:
level 6 Paladin/Bard
Level 6 Rogue/Ranger
Level 6 Monk/Sorcerer
They had various potions of heal and the rogue/ranger had a full wand of cure moderate. They had plenty of money but no one else opted to buy healing items.
The short of it is they were sent to exterminate a goblin fortification in the making.
THe place had one entrance with 2 guards outside. They easily dispatched the guards but not before they could sound an alarm. They heal to full and go inside and the next room is a 20x15' room with 7 hobgoblins in it.
THe hobgoblins were all fighter 6s with phalanx fighting and formation fighting (basically they wielded shields and short swords and gained a +4 ac when fighting next to someone else with a shield).
The hobgoblins acs were approx. 26 except one who was a hobgoblin gestalt cle/fighter
The battle was barely won. They were able to down all the fighters except 2. Finally, the pal/bar was downed as well as the monk/sor. The ran/rog expended a hero point (+20 to any one thing.. attack, skill, check, etc useable once per level) to drag both of the others out and to safety. He then returned to snipe at the cleric from a distance downing him with 3 hits that also had sneak attack. the other two hobgobbies retreated (their leader dead)
Basically, the hobgoblins kept together making sure they stayed next to eachother, so for much of the battle only 3 or 4 hob goblins were attacking. The cleric had expended a lot of spells on buffs so many of his spells slots were used for a lot of the battle.
Through most of the battle the pal/bar player and sor/monk player were complaining and causing problems saying how I had sent them against an impossible encounter. The pal/bar's argument was that they had no cleric so I should have tailored the encounter with that in mind.
The battle over and done with all 3 chars came away with bout 6300 exp.
Now I ask, was that an impossible encounter to defeat? I would have thought had they been smart and forced the hobgoblins to leave the room, (specifically designed for that purpose) they would have faired much better, seeing as the door/corridor out was only 5' wide.
Comments please.
Alright, I had a session today and it went mostly fine expcept for the last battle.
First off.. I'm using multiple house rules which substantially increases the group power level. First off, Gestalt Characters from Unearthed Arcana.. basically, a character chooses 2 classes from which to gain the benefits from. Any abilities that overlap you choose the better of the two. For example, a Gestalt Cleric/Rogue would have all good saves, d8 HD, fair bab, spells like a cle 1, all the rogue skills + cleric skills, 8+intx4 skill points (level one for the x4), etc etc.
Secondly, we are using a recharge magic system. This means casters have infinite spells per day but those spells have a recharge time. For example, the highest lvl spell for a bard/sorc has a recharge time for 1d4+1 rounds, second highest the same, 3rd highest only 1d4 and down from there.
Now, The group was as follow:
level 6 Paladin/Bard
Level 6 Rogue/Ranger
Level 6 Monk/Sorcerer
They had various potions of heal and the rogue/ranger had a full wand of cure moderate. They had plenty of money but no one else opted to buy healing items.
The short of it is they were sent to exterminate a goblin fortification in the making.
THe place had one entrance with 2 guards outside. They easily dispatched the guards but not before they could sound an alarm. They heal to full and go inside and the next room is a 20x15' room with 7 hobgoblins in it.
THe hobgoblins were all fighter 6s with phalanx fighting and formation fighting (basically they wielded shields and short swords and gained a +4 ac when fighting next to someone else with a shield).
The hobgoblins acs were approx. 26 except one who was a hobgoblin gestalt cle/fighter
The battle was barely won. They were able to down all the fighters except 2. Finally, the pal/bar was downed as well as the monk/sor. The ran/rog expended a hero point (+20 to any one thing.. attack, skill, check, etc useable once per level) to drag both of the others out and to safety. He then returned to snipe at the cleric from a distance downing him with 3 hits that also had sneak attack. the other two hobgobbies retreated (their leader dead)
Basically, the hobgoblins kept together making sure they stayed next to eachother, so for much of the battle only 3 or 4 hob goblins were attacking. The cleric had expended a lot of spells on buffs so many of his spells slots were used for a lot of the battle.
Through most of the battle the pal/bar player and sor/monk player were complaining and causing problems saying how I had sent them against an impossible encounter. The pal/bar's argument was that they had no cleric so I should have tailored the encounter with that in mind.
The battle over and done with all 3 chars came away with bout 6300 exp.
Now I ask, was that an impossible encounter to defeat? I would have thought had they been smart and forced the hobgoblins to leave the room, (specifically designed for that purpose) they would have faired much better, seeing as the door/corridor out was only 5' wide.
Comments please.