eriktheguy
First Post
I've searched with google but (surprisingly) can't find threads detailing this problem.
Am I the only one that sees massive problems with monsters that have a darkness power?
I was playing a campaign run by my friend and we had to fight some monsters with a darkness ability. I don't remember the specific creature, but they may have been Umbral Sprite Swarms (MM2).
They had darkness that filled the (locked) room we were in, and more than one of them had this ability. Since it was recharge (with multiple casters), the entire encounter was fought in darkness.
It reminded me of my group's first fight with a black dragon. We only killed the dragon because:
-We had the jump on it
-It was an open battlefield
-It was alone
-The rogue used 'walking wounded' on it
The umbral dudes were kicking our asses until the DM tossed us a bone or we somehow escaped (I don't remember which). I could never understand why the makers of 4e created this darkness power.
To me it reads:
For the remainder of the combat the monsters gain +5 defenses and +2 to hit if they roll to recharge.
With the black dragon, only characters with area powers were doing anything until the one turn it didn't recharge (at which point it went down immediately).
How can you cancel darkness? In earlier editions there were level 1 cleric spells that could cancel it, but for the typical 4e party I can't think of any contingencies. Is there anything other than 'you aren't screwed if you bought this item or learned this utility power'?
Am I the only one that sees massive problems with monsters that have a darkness power?
I was playing a campaign run by my friend and we had to fight some monsters with a darkness ability. I don't remember the specific creature, but they may have been Umbral Sprite Swarms (MM2).
They had darkness that filled the (locked) room we were in, and more than one of them had this ability. Since it was recharge (with multiple casters), the entire encounter was fought in darkness.
It reminded me of my group's first fight with a black dragon. We only killed the dragon because:
-We had the jump on it
-It was an open battlefield
-It was alone
-The rogue used 'walking wounded' on it
The umbral dudes were kicking our asses until the DM tossed us a bone or we somehow escaped (I don't remember which). I could never understand why the makers of 4e created this darkness power.
To me it reads:
For the remainder of the combat the monsters gain +5 defenses and +2 to hit if they roll to recharge.
With the black dragon, only characters with area powers were doing anything until the one turn it didn't recharge (at which point it went down immediately).
How can you cancel darkness? In earlier editions there were level 1 cleric spells that could cancel it, but for the typical 4e party I can't think of any contingencies. Is there anything other than 'you aren't screwed if you bought this item or learned this utility power'?