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Lvl 14 rogue vs. (lvl 14) red dragon
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<blockquote data-quote="Fanaelialae" data-source="post: 6067500" data-attributes="member: 53980"><p>I don't think this is much of an issue at all. As you said, it's a playtest (alpha, at that).</p><p></p><p>I'm a software developer. We do plenty of internal QA, but there are still times that things blow up unexpectedly during the beta or even release builds. It's inevitable. We have hundreds of customers, and we simply can't account for every possible combination of settings out there, or catch every issue. If it's urgent, we rush out a fix as quickly as possible. Sometimes that fix breaks something else that we didn't expect. If it's not a high-priority issue, the customer might have to wait while we get the next build ready to go. Some issues even get pushed off by several builds because other issues and new development take higher priority. That's simply the way things work.</p><p></p><p>The high level rules are clearly still in their infancy. They may even have pushed a bit to have them ready for the holidays. If it's still an issue two or three packages from now I might see cause to worry, assuming that they revise the high-level stuff in that time.</p><p></p><p>It's pretty clear from the playtest report that the rogue got lucky. If the dragon had noticed him sneaking up, he'd never have gotten his sneak attack and would have ended up a damp stain pretty much by default. That dragon had a fairly decent shot at killing the rogue in a single round, whereas the rogue (even with sneak attack) needed a minimum of two.</p><p></p><p>At this point, I wouldn't fret that an individual monster is underpowered (or overpowered) for its level (even if it is a dragon). I don't think the rogue would have fared as well against a beholder (one level lower than the dragon), for example. </p><p></p><p>Just let them know your findings, and odds are that it'll be adjusted in the upcoming playtests. I think that right now, getting the low levels right should be (and is) their highest priority, but I'm pleased to see that they're starting to look towards the upper tiers as well. It's important to get your base models right (without a firm foundation, the rest won't be solid) but it's also important to remember that modules work as part of a greater whole.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6067500, member: 53980"] I don't think this is much of an issue at all. As you said, it's a playtest (alpha, at that). I'm a software developer. We do plenty of internal QA, but there are still times that things blow up unexpectedly during the beta or even release builds. It's inevitable. We have hundreds of customers, and we simply can't account for every possible combination of settings out there, or catch every issue. If it's urgent, we rush out a fix as quickly as possible. Sometimes that fix breaks something else that we didn't expect. If it's not a high-priority issue, the customer might have to wait while we get the next build ready to go. Some issues even get pushed off by several builds because other issues and new development take higher priority. That's simply the way things work. The high level rules are clearly still in their infancy. They may even have pushed a bit to have them ready for the holidays. If it's still an issue two or three packages from now I might see cause to worry, assuming that they revise the high-level stuff in that time. It's pretty clear from the playtest report that the rogue got lucky. If the dragon had noticed him sneaking up, he'd never have gotten his sneak attack and would have ended up a damp stain pretty much by default. That dragon had a fairly decent shot at killing the rogue in a single round, whereas the rogue (even with sneak attack) needed a minimum of two. At this point, I wouldn't fret that an individual monster is underpowered (or overpowered) for its level (even if it is a dragon). I don't think the rogue would have fared as well against a beholder (one level lower than the dragon), for example. Just let them know your findings, and odds are that it'll be adjusted in the upcoming playtests. I think that right now, getting the low levels right should be (and is) their highest priority, but I'm pleased to see that they're starting to look towards the upper tiers as well. It's important to get your base models right (without a firm foundation, the rest won't be solid) but it's also important to remember that modules work as part of a greater whole. [/QUOTE]
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Lvl 14 rogue vs. (lvl 14) red dragon
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