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<blockquote data-quote="Benjamin Olson" data-source="post: 7854258" data-attributes="member: 6988941"><p>Lycanthropes are pretty scary when you haven't given every martial member of the party a magic or silvered weapon yet. I once had a barbarian who was forced to resort to diplomacy. It might be useful if creatures came with notes about what sort of party or environmental situations they would be useful in.</p><p></p><p>My biggest disappointment due to design was the shambling mound. Basically unless the players both don't know that lighting damage heals it and happen to use lightning, it is trivial for even a low level party to kill something that only moves 20ft a round unless you trap them with it or they don't think of trying to keep their distance. And how often would they happen to use lightning? And with 136 hit points, if your party is at the sort of low level at which it is allegedly deadly then it is just a tedious process to kill it, especially since your frontline fighters are probably avoiding melee. Basically unless you have new players <em>and</em> a character whose go to is eccentrically a lightning spell it is a waste of time.</p><p></p><p>Meanwhile my biggest disappointment due to luck was a young dragon. It was supposed to be the most dangerous encounter of the party's tier one careers but they disabled it with a spell first round, it kept failing saves, and by time it was able to be effective it was at death's door, which also meant that in order to get use out of it's breath weapon before it died it had to use it when the party was spread out. But then again the fight only happened because the Warlock, despite very clever and creative RP trying to negotiate, could not make a decent persuasion roll to save his life (seriously, we did like 5 rolls and even with a good modifier he never got higher than a 12), which I guess makes it fair that the dragon failed three saves in a row. Some days the dice just don't cooperate with having compelling gameplay.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 7854258, member: 6988941"] Lycanthropes are pretty scary when you haven't given every martial member of the party a magic or silvered weapon yet. I once had a barbarian who was forced to resort to diplomacy. It might be useful if creatures came with notes about what sort of party or environmental situations they would be useful in. My biggest disappointment due to design was the shambling mound. Basically unless the players both don't know that lighting damage heals it and happen to use lightning, it is trivial for even a low level party to kill something that only moves 20ft a round unless you trap them with it or they don't think of trying to keep their distance. And how often would they happen to use lightning? And with 136 hit points, if your party is at the sort of low level at which it is allegedly deadly then it is just a tedious process to kill it, especially since your frontline fighters are probably avoiding melee. Basically unless you have new players [I]and[/I] a character whose go to is eccentrically a lightning spell it is a waste of time. Meanwhile my biggest disappointment due to luck was a young dragon. It was supposed to be the most dangerous encounter of the party's tier one careers but they disabled it with a spell first round, it kept failing saves, and by time it was able to be effective it was at death's door, which also meant that in order to get use out of it's breath weapon before it died it had to use it when the party was spread out. But then again the fight only happened because the Warlock, despite very clever and creative RP trying to negotiate, could not make a decent persuasion roll to save his life (seriously, we did like 5 rolls and even with a good modifier he never got higher than a 12), which I guess makes it fair that the dragon failed three saves in a row. Some days the dice just don't cooperate with having compelling gameplay. [/QUOTE]
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