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Monster Manuals, WTH?
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<blockquote data-quote="VariSami" data-source="post: 6089489" data-attributes="member: 6698543"><p>Regarding the abuse by players: That is probably true. Then again, it is intersting that thay offer 24h protection in the first place, now that I think about it. It's not due to easiness to track: you still need to keep in mind the time of day you fought it (which might be problematic in case you're underground, etc.). At least it's not any easier than, say, keeping track of 1 hour. If 1 hour against all such attacks was what a succesful save against certain save-or-die attacks entitled the characters to, they would probably not go through the trouble of summoning, capturing, etc. to gain that immunity.</p><p></p><p>The more I think about it, the worse off melee characters really are. Even most special movement speeds are against them unless they also have them. (Part of the reason my old Feral Mineral Warrior Half-Minotaur Goliath with a dip as Ape Totem Barbarian did so well, I suppose. Burrow and Climb do alleviate the problem.)</p><p></p><p>Since currently I am also running a campaign in which the party consists of a Barbarian, a (ranged) Ranger, a (sword-and-shield) Fighter and a Binder (there was a ban on full-casters due to the special nature of this game; there will be NPC healers, though), do you have any suggestions on what to avoid? Preferably the less obvious things I might miss otherwise.</p></blockquote><p></p>
[QUOTE="VariSami, post: 6089489, member: 6698543"] Regarding the abuse by players: That is probably true. Then again, it is intersting that thay offer 24h protection in the first place, now that I think about it. It's not due to easiness to track: you still need to keep in mind the time of day you fought it (which might be problematic in case you're underground, etc.). At least it's not any easier than, say, keeping track of 1 hour. If 1 hour against all such attacks was what a succesful save against certain save-or-die attacks entitled the characters to, they would probably not go through the trouble of summoning, capturing, etc. to gain that immunity. The more I think about it, the worse off melee characters really are. Even most special movement speeds are against them unless they also have them. (Part of the reason my old Feral Mineral Warrior Half-Minotaur Goliath with a dip as Ape Totem Barbarian did so well, I suppose. Burrow and Climb do alleviate the problem.) Since currently I am also running a campaign in which the party consists of a Barbarian, a (ranged) Ranger, a (sword-and-shield) Fighter and a Binder (there was a ban on full-casters due to the special nature of this game; there will be NPC healers, though), do you have any suggestions on what to avoid? Preferably the less obvious things I might miss otherwise. [/QUOTE]
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