Shroomy
Adventurer
thalmin said:Sorry, I have not yet spotted the room, but I haven't had much chance to read the adventure. Danged customers keep coming in and interrupting me.![]()
Ignore them! Half-crazed obsessives demand answers!

thalmin said:Sorry, I have not yet spotted the room, but I haven't had much chance to read the adventure. Danged customers keep coming in and interrupting me.![]()
thalmin said:Danged customers keep coming in and interrupting me.
thalmin said:Half-crazed?
Verys Arkon said:Those both add up to 32 using the point-buy Totoro came up with(Method B in PrRC).
That's all right. If you do happen to spot it, would you be so kind as to let me know? I don't know why it's important to me. I just want to know.thalmin said:Sorry, I have not yet spotted the room, but I haven't had much chance to read the adventure. Danged customers keep coming in and interrupting me.![]()
I'm sure it has been said somewhere that they've modified the format to make it more user-friendly ... for instance, this time everything you need really is in one place instead of the fluff being in one section and all the tactical encounters being in another. I found that to be particularly aggravating when trying to run Barrow of the Forgotten King.Is the (godawful and annoying, imo) Expedition adventures "Tactical Encounter" design format used for KotS?
thalmin said:Dragonborn Str 18, Con 12, Dex 10, Int 11, Wis 13, Cha 16
Rogue Str 12, Con 13, Dex 18, Int 11, Wis 10, Cha 16
Let's not confuse the problems here. The "run away" paladin problem was a concern because it was too effective a tactic - the marked monster couldn't attack the paladin and would take damage if it attacked anyone else. This goes some way towards fixing the problem since the paladin can't actually "run away". He has to make at least a ranged attack against the target once per round. He can still avoid engaging opponents that only have melee attacks, but opponents with ranged attacks can attack him back.Derren said:Battle Tactic 101: The defender must be as far away from the enemy as possible...
Care to explain why you think that this is a good fix Hong? Because many people complained that the "run away" paladin was not very defenderish and the new rules don't fix that and it is still easily exploited by having a second defender in the group.