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Elanor in Trekholm
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<blockquote data-quote="Tizbiz" data-source="post: 7138098" data-attributes="member: 6874057"><p>My players are fairly well equipped and as they are only two players they use the "gestalt character" rules and have two classes (does not really matter most of the times, because the did not take classes that contribute much to each other). The swashbuckler uses Dr. Recklinghausens Rapier and has placed better enchantments (+2) on it (she thought him being sweet and cherishes his gift arguing that as she did not got him she will keep his rapier) As i did not like the enchantment that was on that rapier and she really made clear that she will keep that rapier, i changed the enchantment to penetrating the damage reduction of oozes, undead and aberrations. The Stalker has two +2 kukris. Yet it would not really matter, if they had nonmagical weapons. They found the thought forms "annoying" and magically stunned more than half of the alien monsters while cutting down the rest. Then they slaughtered the stunned monsters.</p><p></p><p>I need to see a fight that takes more than a few rounds to resolve. My players have played 3.0+3.5 and PF and early adopted a strike first and strike hard strategy that decides fights very quickly. I can not use mind control or similar things often because i do only have two players and i risk a TPK.</p><p></p><p>Your Party seems nicely balanced. I imagine that your campaign feels different because you have two players with tech themes. The two characters in my campaign are very skeptical about the changes the new tech brought to risur and do fight the bad working conditions at the factories. The only time i saw some reaction was at the Arms Fair when the players fantasised about the B.E.A.R and a very heavy gun mounted on top. Just afterwards one of the players received a point blank shot from Kaja's summoned canon. *evil grin*</p></blockquote><p></p>
[QUOTE="Tizbiz, post: 7138098, member: 6874057"] My players are fairly well equipped and as they are only two players they use the "gestalt character" rules and have two classes (does not really matter most of the times, because the did not take classes that contribute much to each other). The swashbuckler uses Dr. Recklinghausens Rapier and has placed better enchantments (+2) on it (she thought him being sweet and cherishes his gift arguing that as she did not got him she will keep his rapier) As i did not like the enchantment that was on that rapier and she really made clear that she will keep that rapier, i changed the enchantment to penetrating the damage reduction of oozes, undead and aberrations. The Stalker has two +2 kukris. Yet it would not really matter, if they had nonmagical weapons. They found the thought forms "annoying" and magically stunned more than half of the alien monsters while cutting down the rest. Then they slaughtered the stunned monsters. I need to see a fight that takes more than a few rounds to resolve. My players have played 3.0+3.5 and PF and early adopted a strike first and strike hard strategy that decides fights very quickly. I can not use mind control or similar things often because i do only have two players and i risk a TPK. Your Party seems nicely balanced. I imagine that your campaign feels different because you have two players with tech themes. The two characters in my campaign are very skeptical about the changes the new tech brought to risur and do fight the bad working conditions at the factories. The only time i saw some reaction was at the Arms Fair when the players fantasised about the B.E.A.R and a very heavy gun mounted on top. Just afterwards one of the players received a point blank shot from Kaja's summoned canon. *evil grin* [/QUOTE]
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