airwalkrr said:
The wizard player was distraught that his character's only offensive spell was magic missile.
I think your wizard player has the same problem that a number of players I've dealt with lately have -- they get totally focused on certain spells and never work with anything outside of that "optimized" toolset.
WizardCharacter said:
Typically Prepared Spells: 0--acid splash, detect magic, prestidigitation,
read magic; 1st--color spray, magic missile, protection from evil, ray of enfeeblement; 2nd--false life, glitterdust, scourching ray.
I count acid splash, color spray, magic missle, ray of enfeeblement, and scourching ray all as offensive spells. The glitterdust spell proved critical in both of the rounds of the pregen module that I ran.
However, I will admit that giving the paladin such an average Charisma and so removing some of his special abilities really did lower the cool factor of the character. Since the whole point was to wow people into playing more (and therefore buying more books), I think WoTC dropped the ball on that one.
At my local gaming shop, we ran the module three times. I rant it twice, another DM once. There were a couple of characters dropped, but no total party kills. In fact, the first time I ran it, the party took the hellcat faster than they had any other encounter, dead by round two, because of a combination of tactics and good rolls. The second time I ran it, the party took out the wizard and his magma hurler with very little damage, thanks mostly to both NPCs blowing every saving throw, and then went on to take out the hellcat without bothering to collect the scrolls the module provided. (We were low on time, and they decided to skip the whole tomb encounter.)
Yes, there was a lot of PC blood on the floor, and without magic there would have been permanent deaths, but I do not think that the module was too tough or the characters not optimized enough. I believe that the players didn't look at their options.
Unfortunately, I have to agree that this is becoming the state of the players. They come into D&D and they want uber-items, walkthroughs, and cheat codes, just like they get in their video games. Even some of the gamers I know who have been at it for 20 years are starting to think this way, because of all of the video games they play.
I knew they days of my remaining a DM were limited when my players demanded to be able to hit the space button in the middle of a fight to pause the game so they could think. Seriously. At the table, live playing, six people. Five out of six absolutely demanded it. (Though, come to think of it, only one of those five is still in my group, so maybe there's still hope...)