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[Heart of Nightfang Spire] Running the meat grinder...
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<blockquote data-quote="EntropyDecay" data-source="post: 968659" data-attributes="member: 10652"><p><strong>[PLAIN]Re: Re: [Heart of Nightfang Spire] Running the meat grinder...[/PLAIN]</strong></p><p></p><p></p><p></p><p>I prepared the players mentally before the adventure that there WILL BE casualties in this one. I plan to downgrade most monsters a bit to better suit the parties capabilities and their lower level. This should be a less forgiving and much harder adventure than the previous ones but still manageable for them.</p><p>It was hard enough to convince the two players building new characters that some healing capability would not be such a bad idea. So I was glad when one decided to play at least a paladin after he announced that cleric and druid would be right out as classes for him.</p><p></p><p></p><p></p><p>Hmm, their buff capabilities are a bit lower than they were before they lost their cleric. [Note to myself: Check damage reduction and party weapons.] One of the problems with the cleric before his death was that the player prefered offensive buffs far over defensive buffs. I hope the next player with a cleric will selects his/her spells a bit more carefully and balanced out.</p><p></p><p></p><p>Sorry, but I forgot to mark the sentence as sarcasm. So the "useless" was planned and a placeholder for useful. But back to the topic...</p><p>I meant the rogue question in a more general way. How useful are rogues not specifically in this adventure but in most standard settings and adventures? It was clear to me that save a few nasty traps, a rogue is a weak class in this one thanks to the myriad of undeads.</p><p>The adventuring tips question was also meant in a general way. So feel free to post general tips how to increase your character survival rate by using certain strategies.</p><p></p><p>Chris</p><p>*whistles "Welcome to the Dying" by Blind Guardian to get into the right mood for tonight*</p></blockquote><p></p>
[QUOTE="EntropyDecay, post: 968659, member: 10652"] [b][PLAIN]Re: Re: [Heart of Nightfang Spire] Running the meat grinder...[/PLAIN][/b] I prepared the players mentally before the adventure that there WILL BE casualties in this one. I plan to downgrade most monsters a bit to better suit the parties capabilities and their lower level. This should be a less forgiving and much harder adventure than the previous ones but still manageable for them. It was hard enough to convince the two players building new characters that some healing capability would not be such a bad idea. So I was glad when one decided to play at least a paladin after he announced that cleric and druid would be right out as classes for him. Hmm, their buff capabilities are a bit lower than they were before they lost their cleric. [Note to myself: Check damage reduction and party weapons.] One of the problems with the cleric before his death was that the player prefered offensive buffs far over defensive buffs. I hope the next player with a cleric will selects his/her spells a bit more carefully and balanced out. Sorry, but I forgot to mark the sentence as sarcasm. So the "useless" was planned and a placeholder for useful. But back to the topic... I meant the rogue question in a more general way. How useful are rogues not specifically in this adventure but in most standard settings and adventures? It was clear to me that save a few nasty traps, a rogue is a weak class in this one thanks to the myriad of undeads. The adventuring tips question was also meant in a general way. So feel free to post general tips how to increase your character survival rate by using certain strategies. Chris *whistles "Welcome to the Dying" by Blind Guardian to get into the right mood for tonight* [/QUOTE]
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