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ELH in-book sample module made my group cry
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<blockquote data-quote="Hammerhead" data-source="post: 264796" data-attributes="member: 73"><p>*********</p><p>Some spoilers for heart of Nightfang Spire!</p><p>****************************</p><p></p><p>I tend to think that modules assume well built, although not smackdown caliber characters, full awareness of all the tricks that the character can pull, and excellent teamwork.</p><p></p><p>Just thinking of the right combination of spells can be quite a help. Thanks to my paranoid use of protective spells, I would have given my cleric a good shot against Gulthias or paired up with our wizard. Because I couldn't layer protective magic on every character, the unprotected characters were rapidly singled out and demolished, while my character, with lots of wards, and the fighter rogue with evasion were virtually untouched. </p><p></p><p>I actually found that several previous fights, particularly those involving large numbers of Dread Girallons (same as normal, except that the name shows how dangerous they are), were as deadly as the final battle.</p><p></p><p>However, arbitrary type effects at higher levels seem to be more common. For example, Gulthias was Improved Invisible when we fought him. Out of a party of 7, 2 people can target him, my cleric and the wizard. Then the wizard bites it to finger of death on first round. So our fighters have relatively little effect, because they can't see invis. At high levels, if you can't find a way to see invis, you're screwed. If you can't find a way to fly, you're screwed. If you can't find a way to guard your weak saves, you're screwed. And you have to be ready ahead of time. If the first time you realize that your character is vulnerbable to death spells is when you have to make a DC 27 save with a +8 save bonus, it's too late. As the variety of possible attacks and defenses increases at higher levels, there's going to be an ever growing chance that the enemy will have an ability you can't deal with. </p><p></p><p>Gee, I never realized guys could have an AC 70. I need to find a way to increase my attacks. Maybe I should have have commisioned a spell storing item, and stuck a persistent, heightened divine favor in there for the bonus to hit, and then put a few quickened true strikes in there, along with convincing Bob to research EPIC GREATER MAGIC WEAPON to give my weapons +7 bonuses, so I can hit more, do more damage, and beat their DR. Maybe I also should get my bracers of archery souped up to a +10 to hit and +5 to damage when within 30 ft.</p><p></p><p>Of course, if you haven't fought that battle ahead time, then your attacks will be ineffective. Preparation and foresight will probably be the difference between effectively fighting an enemy and between spraying our arrows and praying for 20s.</p></blockquote><p></p>
[QUOTE="Hammerhead, post: 264796, member: 73"] ********* Some spoilers for heart of Nightfang Spire! **************************** I tend to think that modules assume well built, although not smackdown caliber characters, full awareness of all the tricks that the character can pull, and excellent teamwork. Just thinking of the right combination of spells can be quite a help. Thanks to my paranoid use of protective spells, I would have given my cleric a good shot against Gulthias or paired up with our wizard. Because I couldn't layer protective magic on every character, the unprotected characters were rapidly singled out and demolished, while my character, with lots of wards, and the fighter rogue with evasion were virtually untouched. I actually found that several previous fights, particularly those involving large numbers of Dread Girallons (same as normal, except that the name shows how dangerous they are), were as deadly as the final battle. However, arbitrary type effects at higher levels seem to be more common. For example, Gulthias was Improved Invisible when we fought him. Out of a party of 7, 2 people can target him, my cleric and the wizard. Then the wizard bites it to finger of death on first round. So our fighters have relatively little effect, because they can't see invis. At high levels, if you can't find a way to see invis, you're screwed. If you can't find a way to fly, you're screwed. If you can't find a way to guard your weak saves, you're screwed. And you have to be ready ahead of time. If the first time you realize that your character is vulnerbable to death spells is when you have to make a DC 27 save with a +8 save bonus, it's too late. As the variety of possible attacks and defenses increases at higher levels, there's going to be an ever growing chance that the enemy will have an ability you can't deal with. Gee, I never realized guys could have an AC 70. I need to find a way to increase my attacks. Maybe I should have have commisioned a spell storing item, and stuck a persistent, heightened divine favor in there for the bonus to hit, and then put a few quickened true strikes in there, along with convincing Bob to research EPIC GREATER MAGIC WEAPON to give my weapons +7 bonuses, so I can hit more, do more damage, and beat their DR. Maybe I also should get my bracers of archery souped up to a +10 to hit and +5 to damage when within 30 ft. Of course, if you haven't fought that battle ahead time, then your attacks will be ineffective. Preparation and foresight will probably be the difference between effectively fighting an enemy and between spraying our arrows and praying for 20s. [/QUOTE]
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ELH in-book sample module made my group cry
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