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<blockquote data-quote="Buugipopuu" data-source="post: 3182363" data-attributes="member: 41173"><p>Yesterday, I ran a game using the IH rules for the first time. All the characters were ECL 83 Lesser Deities, with 60 levels of equipment. Even though huge balance problems were encountered (everything I threw at them would have one-hitted the party had they been able to hit on anything other than a natural 20, with the exception of the party's tank, who still nearly died in two rounds of combat against an Advanced Pseudonatural Paragon Pit Fiend and was saved by it rolling an unlucky natural 1 against a Fort-Save or die effect), it seemed to work, since the monsters threatened the PCs without overwhelming them. All those Improved Critical multiplier abilities are really good. The party's rogue could deal over a thousand points of damage on a critical, even against things which were immune to critical hits. In general all the Divine Abilities worked out as really powerful, but they're supposed to be that way.</p><p></p><p>With all their spell slots, my players seemed to decide to waste them on principle "I cast 17 Quickened Magic Missiles", or using Summon Monster IX to open every single door. Having that many spell slots, and free metamagic lead to the casters using quickened divination spells on absolutely everything they encountered, which was a problem since I hadn't prepared histories for some of the things. Fortunately, ad-libbing that sort of thing isn't hard.</p><p></p><p>The most useful spells were Grease (The party's Wizard defeated an Orichalcum Guardian with it, thanks to unfavourable terrain conditions, and really high gravity) and Tensor's Floating Disc. The least useful were Meteor Swarm and Time Stop. Eventually they gave up on opening doors, and just Greater Teleported through them. Orichalcum Guardians are very strong for CR 69. Without the clever use of Grease, the party would have had real trouble beating it. "I attack the armoured figure with my 3 bastard swords and my mighty Mercurial ability" "All your attacks bounce off its invincible armour."</p><p></p><p>The players were really spooked when an Akishra started chasing them down a tunnel. "What do you mean it's an infinitely long worm? That doesn't make any sense." They ran away, and it was a good thing that they were all already Mind Blanked.</p><p></p><p>The most fun ability is easily Amazing Pockets.</p><p></p><p>In conclusion: Immortal-level play is as expected. Fights tend to end with the use of a single important ability, and when the PCs just waded in they got chewed up and spat out. Having access to many castings of True Ressurection makes players reckless. I asked them whether they had brought the material components. None of them had. They wished for them. Having 8 wishes per day means players wish for trivial things. "I wish I had a Holy Axiomatic Silver Dagger." "I coup de grace the Pit Fiend with the dagger before it regenerates." "I throw the dagger away."</p></blockquote><p></p>
[QUOTE="Buugipopuu, post: 3182363, member: 41173"] Yesterday, I ran a game using the IH rules for the first time. All the characters were ECL 83 Lesser Deities, with 60 levels of equipment. Even though huge balance problems were encountered (everything I threw at them would have one-hitted the party had they been able to hit on anything other than a natural 20, with the exception of the party's tank, who still nearly died in two rounds of combat against an Advanced Pseudonatural Paragon Pit Fiend and was saved by it rolling an unlucky natural 1 against a Fort-Save or die effect), it seemed to work, since the monsters threatened the PCs without overwhelming them. All those Improved Critical multiplier abilities are really good. The party's rogue could deal over a thousand points of damage on a critical, even against things which were immune to critical hits. In general all the Divine Abilities worked out as really powerful, but they're supposed to be that way. With all their spell slots, my players seemed to decide to waste them on principle "I cast 17 Quickened Magic Missiles", or using Summon Monster IX to open every single door. Having that many spell slots, and free metamagic lead to the casters using quickened divination spells on absolutely everything they encountered, which was a problem since I hadn't prepared histories for some of the things. Fortunately, ad-libbing that sort of thing isn't hard. The most useful spells were Grease (The party's Wizard defeated an Orichalcum Guardian with it, thanks to unfavourable terrain conditions, and really high gravity) and Tensor's Floating Disc. The least useful were Meteor Swarm and Time Stop. Eventually they gave up on opening doors, and just Greater Teleported through them. Orichalcum Guardians are very strong for CR 69. Without the clever use of Grease, the party would have had real trouble beating it. "I attack the armoured figure with my 3 bastard swords and my mighty Mercurial ability" "All your attacks bounce off its invincible armour." The players were really spooked when an Akishra started chasing them down a tunnel. "What do you mean it's an infinitely long worm? That doesn't make any sense." They ran away, and it was a good thing that they were all already Mind Blanked. The most fun ability is easily Amazing Pockets. In conclusion: Immortal-level play is as expected. Fights tend to end with the use of a single important ability, and when the PCs just waded in they got chewed up and spat out. Having access to many castings of True Ressurection makes players reckless. I asked them whether they had brought the material components. None of them had. They wished for them. Having 8 wishes per day means players wish for trivial things. "I wish I had a Holy Axiomatic Silver Dagger." "I coup de grace the Pit Fiend with the dagger before it regenerates." "I throw the dagger away." [/QUOTE]
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