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*Pathfinder & Starfinder
How Did Your Lair Assault 2 Go? (spoilers)
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<blockquote data-quote="KarinsDad" data-source="post: 5763460" data-attributes="member: 2011"><p>We'll just have to agree to disagree.</p><p></p><p>Moving is less powerful than shifting: shifting does not provoke.</p><p></p><p>Shifting is less powerful than single move flight: flight can get to inaccessible locations and over hazardous terrain, and it can be used to go around a corner (i.e. no LOS limit), but it does still provoke.</p><p></p><p>Single move flight is less powerful than single action teleport: teleport can get to inaccessible locations and over hazardous terrain, and it can bypass zones completely, and it can get out of grabs, and it can overcome immobilized in some cases (sometimes getting rid of it completely, sometimes still having it, but still being able to move), and it does not provoke.</p><p></p><p>I cannot see how anyone could think that teleport is not only more potent and useful, but more useful more often than most other forms of combat movement. The one downside to teleport is that it requires LOS, but except for around a corner, most encounters are in semi-lit to brightly lit areas, so it's rarely a serious detriment. And there are situations where the user of teleport can use it to get to a location that s/he can see, but the foes cannot and then do a stealth. Instant vanishing.</p><p></p><p>The advantage of not having to move every single square from point a to point b is huge. As a player, I have often turned the tides of battle with teleport that I could have never achieved without it. It's like having a Queen on your side of the chessboard instead of the Bishop on the opponent's side.</p><p></p><p>Sorry, I think you are mistaken on this one.</p><p></p><p></p><p></p><p>The monsters were pretty similar and most would have been experienced by the players by the second time running it. I did hear about your explosion trick which I found interesting. That's something that the modules should have suggested.</p><p></p><p>The only reason to go through the collapsing floor room was to try to get the award for 5 rounds. Otherwise, meh. People really wouldn't try the ruins room (except possibly once or except to get the 5 round award). The traps were always the same and easy to overcome. The fish were cute, but they should poison PCs on a second go around (which would surprise the heck out of the players).</p><p></p><p>All in all, I didn't see (except in your explosion trick) the evil DM-ness of the module.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5763460, member: 2011"] We'll just have to agree to disagree. Moving is less powerful than shifting: shifting does not provoke. Shifting is less powerful than single move flight: flight can get to inaccessible locations and over hazardous terrain, and it can be used to go around a corner (i.e. no LOS limit), but it does still provoke. Single move flight is less powerful than single action teleport: teleport can get to inaccessible locations and over hazardous terrain, and it can bypass zones completely, and it can get out of grabs, and it can overcome immobilized in some cases (sometimes getting rid of it completely, sometimes still having it, but still being able to move), and it does not provoke. I cannot see how anyone could think that teleport is not only more potent and useful, but more useful more often than most other forms of combat movement. The one downside to teleport is that it requires LOS, but except for around a corner, most encounters are in semi-lit to brightly lit areas, so it's rarely a serious detriment. And there are situations where the user of teleport can use it to get to a location that s/he can see, but the foes cannot and then do a stealth. Instant vanishing. The advantage of not having to move every single square from point a to point b is huge. As a player, I have often turned the tides of battle with teleport that I could have never achieved without it. It's like having a Queen on your side of the chessboard instead of the Bishop on the opponent's side. Sorry, I think you are mistaken on this one. The monsters were pretty similar and most would have been experienced by the players by the second time running it. I did hear about your explosion trick which I found interesting. That's something that the modules should have suggested. The only reason to go through the collapsing floor room was to try to get the award for 5 rounds. Otherwise, meh. People really wouldn't try the ruins room (except possibly once or except to get the 5 round award). The traps were always the same and easy to overcome. The fish were cute, but they should poison PCs on a second go around (which would surprise the heck out of the players). All in all, I didn't see (except in your explosion trick) the evil DM-ness of the module. [/QUOTE]
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How Did Your Lair Assault 2 Go? (spoilers)
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