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PugioilAudacio said:
Also, what do you mean it wears off? He's not gonna like that, he thought it was permanent :lol:

25% daily chance that it goes away. Rusty (Brian) had it for at least two weeks before he lost it.

Couple of points:

1) If you DM wants to neutralize this guy (or at least put the fear of God in him), have the next Giant he is fighting do nothing but try to Sunder his greatsword. It only has hardess 12 and 20 hps, so it should get broken with 1 (really good roll) or 2 (average roll) hits. And even if it doesn't, your little dwarf friend will be sweating bullets for a little while.

2) If your DM has allowed the elixir to be permanent, then well, that's his tough cookies. EXTREMELY overpowering for a warrior-type, especially considering that Strength is considered to be stat #1 in terms of 'worth' (which is why a half-orc only gets +2 strength, and -4 in others to make up for it). That would be a terrible decision in terms of overall game balance. If that happens, then he better be prepared to put in a fountain of Wisdom somewhere that gives you +8 Wis and -4 Dex or something. Also, that +8 Strength is only for medium-sized types, and I am 95% certain its an enhancement bonus...so it won't stack with Bull's Strength or Belt of Strength +X.

3) Patience on the update, please. I only posted 3 different ones last week. SHEESH!!

4) Gautam and I regularly talk with JD about the campaign and its level of difficulty. Characters die. Its a part of playing the game. I just wish that it wasn't always MY characters that have to die before JD takes his foot off of the throttle :confused: .
 

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PugioilAudacio said:
Yes, you've summed it up nicely. On top of that, the player is something of a rules lawyer. Not so much that he'll do ridiculous things - just that he knows all the rules and will use them to their full effect (when it suits him of course). Our DM is not particularly rules savvy.

On another note....Update.

Pretty Please?

With a cherry on top?



Strawberry?



Fruit Salad?
I think it's bad for the game if one or more of the players know more of the rules (or more rules) than the DM. There's nothing better than a balanced group - either all innocent newbies or all rules lawyers (or something in between).

Still, the "destroy the enemy before he can react" tactic seems to work out for your party - it also did against the bebilith for our heros of this SH. ;)
 
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Well, I admit it's a whole different ball game with younger players. But if it's one of their characters dealing out "Death from Massive Damage" Fort saves constantly then it wouldn't be a bad thing to toughen things up.
 

Joachim said:
25% daily chance that it goes away. Rusty (Brian) had it for at least two weeks before he lost it.

Couple of points:

1) If you DM wants to neutralize this guy (or at least put the fear of God in him), have the next Giant he is fighting do nothing but try to Sunder his greatsword. It only has hardness 12 and 20 hps, so it should get broken with 1 (really good roll) or 2 (average roll) hits. And even if it doesn't, your little dwarf friend will be sweating bullets for a little while.

Actually, something very similar to this happened last session when we fought the babau. However, the release of the DMG errata that stated that magic weapons get +10 hp for every +1 enhancement bonus saved the weapons. His weapon has something around 30-40 hp if I remember correctly. Also, when it's enlarged, the hitpoints are doubled (or so he says). The weapon isn't the main thing with him. Up until this last session he was still using a masterwork greatsword.


2) If your DM has allowed the elixir to be permanent, then well, that's his tough cookies. EXTREMELY overpowering for a warrior-type, especially considering that Strength is considered to be stat #1 in terms of 'worth' (which is why a half-orc only gets +2 strength, and -4 in others to make up for it). That would be a terrible decision in terms of overall game balance. If that happens, then he better be prepared to put in a fountain of Wisdom somewhere that gives you +8 Wis and -4 Dex or something. Also, that +8 Strength is only for medium-sized types, and I am 95% certain its an enhancement bonus...so it won't stack with Bull's Strength or Belt of Strength +X.

Knowing my DM, he might have forgotten about the time limit. If I ask him next session "Is this elixir permanent?", he'll probably remember.


3) Patience on the update, please. I only posted 3 different ones last week. SHEESH!!
Isn't it nice to be so appreciated?
Ok, I won't pester anymore for THIS update.

4) Gautam and I regularly talk with JD about the campaign and its level of difficulty. Characters die. Its a part of playing the game. I just wish that it wasn't always MY characters that have to die before JD takes his foot off of the throttle :confused: .

I completely agree about dieing. Makes the game more fun/real.
 

Lela said:
Well, I admit it's a whole different ball game with younger players. But if it's one of their characters dealing out "Death from Massive Damage" Fort saves constantly then it wouldn't be a bad thing to toughen things up.

Our DM has a house rule - no Death from Massive Damage. I'm not sure how big effect this has though.
 
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Neverwinter Knight said:
I think it's bad for the game if one or more of the players know more of the rules (or more rules) than the DM. There's nothing better than a balanced group - either all innocent newbies or all rules lawyers (or something in between).

Still, the "destroy the enemy before he can react" tactic seems to work out for your party - it also did against the bebilith for our heros of this SH. ;)

Our group is the most unbalanced group I've ever seen. It's sad.

I agree with you though about the DM knowing the rules.
 

Hmmmm, I'm almost out of ideas. But I've got one left.

Seems to me that the only solution is is to twink out your (new) character beyond all reason. Sorcorer, Fighter, Cleric, Monk, whatever. Let's blow him out of proportion and rival that Ftr/BBN for sheer damage potential. Scare the monkey out of that DM.

So, kill off your character or ask if you can remake this one. Post it up in the Rogues Gallery and pop us the link. We'll all have some fun!

Remember, if you can't beat 'em, join 'em.
 
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Lela said:
Hmmmm, I'm almost out of ideas. But I've got one left.

Seems to me that the only solution is is to twink out your (new) character beyond all reason. Sorcorer, Fighter, Cleric, Monk, whatever. Let's blow him out of proportion and rival that Ftr/BBN for sheer damage potential. Scare the monkey out of that DM.

So, kill off your character or ask if you can remake this one. Post it up in the Rogues Gallery and pop us the link. We'll all have some fun!

Remember, if you can't beat 'em, join 'em.

Sounds good. I wonder how fast we can get through the modules/combats like that :]

The only problem is, the DM can be very selective about what splatbooks etc. he allows. Something out of the core books would be preferable (although not necessary).

As far as for super characters - any ideas? All my ideas are usually more interesting rather than pure damage output. I'll have to think a while for any damage output type char.

Thanks (I appreciate the help:))
 

PugioilAudacio said:
Actually, something very similar to this happened last session when we fought the babau. However, the release of the DMG errata that stated that magic weapons get +10 hp for every +1 enhancement bonus saved the weapons. His weapon has something around 30-40 hp if I remember correctly. Also, when it's enlarged, the hitpoints are doubled (or so he says). The weapon isn't the main thing with him. Up until this last session he was still using a masterwork greatsword.

Wrong. Your weapon get +2 hardness and +10 hit points for each enhancement bonus, not enhancement equivalent bonus. So, in other words, a +1 keen flaming frost shock vorpal dancing greatsword has the same hit points as a plain old +1 sword. That's where I got the 12 hardness and 20 hps. Greatswords normally have hardness 10 and 10 hps. When he is enlarged, the hit points double (true), but when he shrinks back down, the hit points decrease and the damage remains (melted greatsword).

Getting back to my Giant strategy, if you break the first weapon and he draws another...rinse and repeat until he is left with nothing. Granted, that strategy sucks donkey balls if you are the player, but its well within the DM's right to do this if the player is sucking the fun out of the game.

Sunder/Babau melting is the reason that I have decided that adamantine is the ONLY way to go if you are a warrior. Base 20 hardness, +33% hps. Grimm's +2 spiked chain has 24 hardness and 100 hit points. This was not on accident. If you are weapon-dependent (and almost all warriors are), choose something that isn't going to melt or break under sunder.

Okay...my rant is over. If you want to make a new character, and you want some ideas, it would be important for you to let us know what you are playing now, and what the group has otherwise. Part of making a BS character is taking advantage of what the party already has/needs.
 

Just to clarify, I am not saying that the guy playing the barbarian is a 'twink' or anything. He's made a very solid character, and he is taking advantage of some module specific circumstances. Problem is, the DM has lost any modicum of control on the situation, and apparently doesn't have the wherewithal or the desire to get the ship righted.

How do you stop the raging engine of melee death? There are so many ways. The previously stated Will save spells, an invisible flying wizard raining cones of cold on his face, or a huge constrictor snake with improved grab. The DM should use something along these lines. Not to chastise the melee-beast player, mind you, but to allow the other players to join in and contribute as well.
 

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