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*TTRPGs General
I am beginning to appreciate some of the design decisions of 4E.
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<blockquote data-quote="Reynard" data-source="post: 5424089" data-attributes="member: 467"><p>I wonder: if I look at what I did for the guards and consider what I want for the high priest, can I find a system for both or either?</p><p></p><p>The guards are fodder. They are there, ultimately, to make the fight more interesting by a) threatening the PCs and b) prolong the life of the high priest so he can get off more spells.</p><p></p><p>So, a) means the guards have to be capable of harming the PCs without necessarily being able to kill them outright. And b) means there needs to be enough of them and they need to be able to last long enough to occupy the PCs. I assigned (rather arbitrarily) the important combat stats to the guards as follows: Init +4; Move 20; AC 21 (FF 19, T 12); hp 45 (6 HD for spells, etc.); Saves: F +8, R +4, W +4; Att +10 melee (1d10+4), +8 Ranged (1d8+2); CMB +10, CMD 20; Special Attack: Smite 1/day (+4 to hit, double damage); Physical skill rolls at +8, mental skill rolls (including perception) at +4.</p><p></p><p>Now, the goal of the High Priest is to be the real meat of the encounter, particularly as a source of cool spell effects and summoned beings. This is why I spent 2.5 hours prepping the High Priest: I wanted to know all the villain's potential spells and tactics for the battle.</p><p></p><p>(Point of reference: the PCs are trying to assassinate the High Priest in his home city and temple.)</p><p></p><p>It seems too arbitrary to just make up a half dozen spell effects for the HP, though that would certainly be easier:</p><p>1) Ranged Touch +12, 7d8 fire damage 3/day</p><p>2) Summon Greater Fire Elemental 1/day</p><p>3) Mass cure guards 2d8+14 1/day</p><p>4) Hold Person 3/day Will DC 21 negates</p><p>5) Word of Recall 1/day</p><p>6) DIE! (140 points of damage, DC 21 Fort for half) 1/day.</p><p></p><p>Actually, that was pretty ease.</p><p></p><p>Hmm....</p></blockquote><p></p>
[QUOTE="Reynard, post: 5424089, member: 467"] I wonder: if I look at what I did for the guards and consider what I want for the high priest, can I find a system for both or either? The guards are fodder. They are there, ultimately, to make the fight more interesting by a) threatening the PCs and b) prolong the life of the high priest so he can get off more spells. So, a) means the guards have to be capable of harming the PCs without necessarily being able to kill them outright. And b) means there needs to be enough of them and they need to be able to last long enough to occupy the PCs. I assigned (rather arbitrarily) the important combat stats to the guards as follows: Init +4; Move 20; AC 21 (FF 19, T 12); hp 45 (6 HD for spells, etc.); Saves: F +8, R +4, W +4; Att +10 melee (1d10+4), +8 Ranged (1d8+2); CMB +10, CMD 20; Special Attack: Smite 1/day (+4 to hit, double damage); Physical skill rolls at +8, mental skill rolls (including perception) at +4. Now, the goal of the High Priest is to be the real meat of the encounter, particularly as a source of cool spell effects and summoned beings. This is why I spent 2.5 hours prepping the High Priest: I wanted to know all the villain's potential spells and tactics for the battle. (Point of reference: the PCs are trying to assassinate the High Priest in his home city and temple.) It seems too arbitrary to just make up a half dozen spell effects for the HP, though that would certainly be easier: 1) Ranged Touch +12, 7d8 fire damage 3/day 2) Summon Greater Fire Elemental 1/day 3) Mass cure guards 2d8+14 1/day 4) Hold Person 3/day Will DC 21 negates 5) Word of Recall 1/day 6) DIE! (140 points of damage, DC 21 Fort for half) 1/day. Actually, that was pretty ease. Hmm.... [/QUOTE]
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I am beginning to appreciate some of the design decisions of 4E.
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