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I tried the 4 player standard, what a mess...
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<blockquote data-quote="twofalls" data-source="post: 3563772" data-attributes="member: 23718"><p>I ought to clarify a few points, and thank you for your observations. First off, I did in fact feel the Ogre was a little too much, we even joked about it when they first found out that the adventure started off with an Ogre hunt. My goal however, was to test the CR system, and as such I approached it objectivly discarding my experience and preconceptions.</p><p></p><p>Three tactics used were 1st... to blunder into its lair and confront it in a water mineral laden cave fulll of 'mites that inhibited any large weapon used (the Orges club, the Rangers Greatsword) and all missile weapons. This resulted in specacular modern art on the already wet walls using the PC's innards as media.</p><p></p><p>Second they hid the rouge in some roots near the entrance and called it out, cast entagle its save was an 18 (all rolls were open as this was a test of the system) and fortunatly the rouge saved as well. It them charged out and dined on the PC's buffet style.</p><p></p><p>Third tactic, after the group had been remade into 1st level killing machines was to again cast entangle on it (again it saved with an 18) and then to missile it with bows why a spell buffed ranger (prot from evil and sheild) fought it up front. They had a hard time with the 16 AC (the rolls were unimpressive to say the least) and after three rounds the Ogre managed to hit the Ranger. As observed by the previous posts, the ogre one hit killed any PC in the party. </p><p></p><p>The revision to CR 3 makes a lot of sense to me, 2d6+7... that was the bad news of the day. The last combat brought the 26Hp Ogre down to 2 hp, without the Ranger ever landing one blow (with two weapons he didn't manage to hit the Ogre once, robbing the party of his 18St Damage).</p><p></p><p>The Stat system I use is on pg. 20 of the 3.0 DMG, 28 pt stat buy. I aslo started each player off with a windfall of +100 G and a special item (of masterwork or +1 in strength). As for spell selection, the initial fight was with the Diviner prepared to try to talk to the Ogre (not a happening thing). His opposing school was necromancy, so he ultimatly ended up with a pair of Magic Missile spells and buffs (FR spellcasing Prodigy feat enabling 4 level 1 spells).</p></blockquote><p></p>
[QUOTE="twofalls, post: 3563772, member: 23718"] I ought to clarify a few points, and thank you for your observations. First off, I did in fact feel the Ogre was a little too much, we even joked about it when they first found out that the adventure started off with an Ogre hunt. My goal however, was to test the CR system, and as such I approached it objectivly discarding my experience and preconceptions. Three tactics used were 1st... to blunder into its lair and confront it in a water mineral laden cave fulll of 'mites that inhibited any large weapon used (the Orges club, the Rangers Greatsword) and all missile weapons. This resulted in specacular modern art on the already wet walls using the PC's innards as media. Second they hid the rouge in some roots near the entrance and called it out, cast entagle its save was an 18 (all rolls were open as this was a test of the system) and fortunatly the rouge saved as well. It them charged out and dined on the PC's buffet style. Third tactic, after the group had been remade into 1st level killing machines was to again cast entangle on it (again it saved with an 18) and then to missile it with bows why a spell buffed ranger (prot from evil and sheild) fought it up front. They had a hard time with the 16 AC (the rolls were unimpressive to say the least) and after three rounds the Ogre managed to hit the Ranger. As observed by the previous posts, the ogre one hit killed any PC in the party. The revision to CR 3 makes a lot of sense to me, 2d6+7... that was the bad news of the day. The last combat brought the 26Hp Ogre down to 2 hp, without the Ranger ever landing one blow (with two weapons he didn't manage to hit the Ogre once, robbing the party of his 18St Damage). The Stat system I use is on pg. 20 of the 3.0 DMG, 28 pt stat buy. I aslo started each player off with a windfall of +100 G and a special item (of masterwork or +1 in strength). As for spell selection, the initial fight was with the Diviner prepared to try to talk to the Ogre (not a happening thing). His opposing school was necromancy, so he ultimatly ended up with a pair of Magic Missile spells and buffs (FR spellcasing Prodigy feat enabling 4 level 1 spells). [/QUOTE]
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I tried the 4 player standard, what a mess...
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