Post your Lair Assault Results Here (Spoilers)

Answer me honestly: Would you be okay with being dazed for a turn every time you use a ranged attack?

Brutal content or not, I'm pretty sure most people would say no; especially when the melee characters are sitting there hammering away without a care in the world. This is the crux of the problem: your choices without foreknowledge should not fundamentally alter and punish your functionality for the duration of the game.


Now, compare that to something like, say, you get dazed if you attack from more than one square away. Better, no? You have a choice: dazed for a turn or risk an opportunity attack.


Brutally challenging doesn't (or at least, shouldn't) mean the game is out to screw you. If you can't figure that out I daresay you've missed the point even going back as far as Tomb of Horrors.
 

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And if they would have advertised that ahead of time to limit teleports, it would have been ok. People would have known that teleporting is a really bad thing and don't design your PC that way. Finding out after a player spent hours designing his PC and then running the PC is a dick move.

I don't know if I agree... As I said before I find it kind of cheap, because I think they could have done it better, but I don't nessesarily agree it's bad design.

The reason I say this is because this seems to be designed for the people who will play video game levels and missions over and over and over again with different combos and minute differences trying to unlock various awards.

That type of person is going to work through a million combos anyway looking for the one that works perfectly.

I really have to ask the question, what if it had been that every time someone used a healing power to heal someone else, everyone in three squares takes 10 fire damage, would there have been a real outrage to the encounter from everyone? I don't see much of a difference. Dicking over one class or dicking over some others.

I'd say the same thing I've been saying actually.

It's just not designed in the same way a "traditional campaign" adventure would/should be.
 

I'd say the same thing I've been saying actually.

It's just not designed in the same way a "traditional campaign" adventure would/should be.

While I understand that, I also understand that a real live breathing human is spending hours on working on his PC. It's not that his PC is killed or not even just inconvenienced. It's that his PC is neutered. He's spending 2 or 3 hours playing an encounter that is boring him to tears because he cannot use the schtick of his PC.

The Cleric or Wizard or Warden? Not neutered.

I think claiming that the purpose of Lair Assault is to dick PCs anyway, so overly dicking this one PC class is ok, is disingenous. This nerf was only put in there to add a penalty for using a quick convenient way to get past the mud room or the lava pit and I'm positive that the designers never even thought about Swordmages at all.

I think this was an accidental side effect because of poor design, no different when Battlerage Vigor first came out and it quickly became apparent that Battlerage Vigor totally negated the minion rules. Opps. I just think WotC unintentionally screwed up here and there are people that sat around being bored because of it. Lair Assault was supposed to be challenging and exciting. This error made running a Swordmage about as exciting as watching grass grow.
 

I really have to ask the question, what if it had been that every time someone used a healing power to heal someone else, everyone in three squares takes 10 fire damage, would there have been a real outrage to the encounter from everyone? I don't see much of a difference. Dicking over one class or dicking over some others.

There is a world of difference between teleporting and healing.

You cannot compare them.
 

There is a world of difference between teleporting and healing.

You cannot compare them.

Why?

Because teleporting is merely desirable for a Swordmage class, whereas healing is required for a healing class?

I don't know. If I spent 2 hours creating my PC explicitly for this encounter and then finding out that his major schtick was gone (or at least he cannot use it without seriously damaging the party), it wouldn't matter too much to me what that schtick might be.

What if the rule was that all PCs took half of the damage that they hand out? Every Striker out there would be seriously dicked over if their schtick ended up damaging themselves.

Or better yet, since the encounter is supposed to dick over PCs, why not just prevent any of their magic items from working at all? That'll dick over a bunch of them at the same time. :lol:
 

Horse hockey. They totally shut down two types of somewhat common builds. Not just a little, but completely.
Nullzone's swordmage survived to the end with a triumphant team. The evidence does not support your conclusion.
Maybe next time, they'll say "If you are using an Axe, then every time you hit with it, your PC and every PC within 3 squares takes 10 cold damage.". You got lucky and didn't take an axe, good for you.
You forgot to mention that several of your enemies will also wield axes, and that most of them have resist 10 cold. I'd be interested to see how that effect could be justified in the same way that the consequences of teleportation were, but that's actually less of an obstacle. I mean, if you were adaptable, you'd start looking around for other weapons. Sure, it sucks to lose out on your Expertise feat and the weapon's enhancement bonus and other properties, but you do what everyone that ever got a raw deal in real life does: you adapt to the situtation, or you die.

I'd also be interested to see what would cause everyone to take 10 acid damage every time someone attempted to use a healing surge. Figuring out how to game that to advantage would be a pretty sweet challenge.
Where does one draw the line between good encounter design and crappy encounter design? Personally, I wasn't impressed by virtually any of this design. I considered the entire encounter (from not being flexible for future encounters, to handing out a map, to telegraphing players to take fire resistance, to screwing over some classes) to be a pretty subpar design. C- at best.
Yes, I've read your assessment both here and on the WotC forums. It tells me more about your limitations than the systems.

I've run this thing four times now, and seen it run twice by other DMs, and never once have I seen it play out the same. The last group to run through it spent the last hour on their feet with excitement, and most of them were on their second or third attempt at the place. I've already got the option to rearrange the traps to my heart's content, and mix and match for monsters gives me sixteen different combinations for monsters before I place any of them in the lair, and that's not even taking nightmare mode into consideration.

Thus far, I've seen four different strategies attempted for breaking down that sealed door, all of which managed it within two rounds, even though three of those four attempts relied heavily on luck. That's backfired terribly twice, as neither party made sure the route behind them was probably secured. (The last group had it down to a science. Unfortunately, the one enemy they'd left behind had to take the long way around, justifying reinforcements from the creatures I'd placed along that route during setup.)

I've only met one guy that didn't enjoy the experience, and even he admitted that it was because he preferred a different playing style. Good for him, knowing what he wants from the system, and I hope he finds it soon.

Not in my group. We only played it once. It was too boring with too few ways to modify it to play a second time, especially when a party wipes through it the first time.
Earlier, you claimed you'd done everything you could to challenge your players. That's bunk. You couldn't beat a group that hid most of its membership behind the portcullis? Really? There was very little they could have done to strike Vell if he and his entourage moved down to the bottom left corner. but that idea was just too advanced? Hey, most of their attacks wouldn't have been able to get around the forge from that angle either. Did you even give any thought to having Vell, the guy with time on his side, retreating toward the rune-filled corridor? How many ranged 20 attacks did the rest of the party have?

I know I've made mistakes with this thing (lots of mistakes, most of them in the player's favour), and yet we've run about twenty different players through it, with only two PCs surviving (but unsuccessful) to the 20th round. You attempted it once, with one group, and you're done?

What you describe as boredom, I see as the frustration of someone that doesn't understand (or perhaps just doesn't care to understand) how to use the tools effectively. Maybe that's an unfair assessment, but I find that's usually what's behind such claims.

Your first post reviewing your only attempt at this adventure discussed how much your players enjoyed themselves. Then you turned around and called the program a failure. There seems to be a disconnect here.
Sometimes, life's not fair. But there is a difference between your PC heading into this direction and falling into a trap and the encounter designers saying "Bwa ha ha ha ha ha", those offensive Swordmages (as opposed to any other class) are going to be totally screwed here. The former trap catches any player, the latter trap is designed to screw over one type of player.
You see one player screwed over. I see a team-building exercise. You see teleportation as impossible. I see resources that can still be exploited by anyone that can properly weigh the risk against the reward. The Aegis of Assault works just fine if the party puts a bit more thought into their formations and have the swordmage work harder to stay adjacent to his target. (It's not like you have to teleport and attack when you're already adjacent to the creature you marked. If you can do both as an immediate reaction, the option to do either also exists.) Turtling may not be the favoured defender strategy, and most people don't like using their standard action for full defense or to aid another's attack, but it's something every defender should be prepared to do.
One is a matter of bad luck during the encounter, the other is a matter of bad luck picking a class that the designers totally screwed over for this encounter. That poster is totally within his rights to be hacked off at WotC because that part of the design is just plain terrible.
Well, sure, Nullzone has the right to complain, and the right to be wrong, and the right to walk away as I attempt to play this subatomic violin. Meanwhile, if I've got four teammates in the game counting on me, I have more important things to do during the next three hours than to whine about how useless I am. Seriously, how badly screwed over can you have been if your "helpless" character comes through alive and victorious? I'll admit that Nullzone earned some bragging rights there...only to lose them by griping about how unfair this was.
A treat for a forward looking player? You mean like those reading up on it on the Internet? Snort.
Nah, there's paying attention to what's presented in the advertising (in case the adventure's title wasn't clue enough), and then there are people who think cheating makes them better players. All they're doing is robbing themselves.
PS. I doubt you'll find a lot of people who agree with your POV here.
The appeal to majority fallacy? Really?
Screwing a specific class over is just wrong.
No, screwing over a specific player is just wrong--and no, they're not the same thing. If your character can't do what he does best, you figure out what you can do. If that bores you, try to find something else that could work. Maybe even try playing the character a bit?

Hey, Nullzone, was your entire table bored for the whole three hours, or was it just you? Because if it was just you, you might want to show more interest in what the other players are doing.
I assume the designers just thought they were going to throw in a feature to catch Eladrin off guard and just plain forgot about offensive Swordmages. Either that, or they're pretty darn poor designers.
Or...they thought it was an interesting feature, realized that any consequences it might have were no more than a bonus obstacle for certain groups, and decided to include it without regard to the First World Problems it would cause some people.

I'm pretty sure the problem wasn't with the design team here.
 

While I understand that, I also understand that a real live breathing human is spending hours on working on his PC. It's not that his PC is killed or not even just inconvenienced. It's that his PC is neutered. He's spending 2 or 3 hours playing an encounter that is boring him to tears because he cannot use the schtick of his PC.

The Cleric or Wizard or Warden? Not neutered.

I think claiming that the purpose of Lair Assault is to dick PCs anyway, so overly dicking this one PC class is ok, is disingenous. This nerf was only put in there to add a penalty for using a quick convenient way to get past the mud room or the lava pit and I'm positive that the designers never even thought about Swordmages at all.

I think this was an accidental side effect because of poor design, no different when Battlerage Vigor first came out and it quickly became apparent that Battlerage Vigor totally negated the minion rules. Opps. I just think WotC unintentionally screwed up here and there are people that sat around being bored because of it. Lair Assault was supposed to be challenging and exciting. This error made running a Swordmage about as exciting as watching grass grow.

You were lucky. I went in with an O-assassin. Not being able to use the at-will ability the whole class is built around (Shadow Step) was a real nightmare.
 

Why?

Because teleporting is merely desirable for a Swordmage class, whereas healing is required for a healing class?

I don't know. If I spent 2 hours creating my PC explicitly for this encounter and then finding out that his major schtick was gone (or at least he cannot use it without seriously damaging the party), it wouldn't matter too much to me what that schtick might be.

What if the rule was that all PCs took half of the damage that they hand out? Every Striker out there would be seriously dicked over if their schtick ended up damaging themselves.

Or better yet, since the encounter is supposed to dick over PCs, why not just prevent any of their magic items from working at all? That'll dick over a bunch of them at the same time. :lol:

Frankly, you are going off the deep end here.

If you cannot see how comparing losing a couple of race's racial powers, and two of three builds of one class and an entire role (Leaders) is the same kind of problem in adventure design, I don't know what to say.

So the Forge made teleporting hard. Not impossible, just hard.

And then you suggest penalizing all healing

Or taking away all magic items?

But if you are enjoying your hyperbole, who am I to stand in your way?
 

@Zuche : Hell's bells, you make some serious logical leaps about me and my scenario in that post.

First off, I didn't survive. I said my team won. I got killed off because the DM found my -2 mark plinking a nuisance, so he focused me down. I elected not to take any heals after the first attempt (which I survived thanks to a lucky 1) in favor of letting the rest of the party succeed without me. I second winded, handed off my healing potion, and did a solid 9 damage on my last turn (rolled two 1s on a Swordburst, what can ya do?) thanks to my AP before the champions ground me into a fine paste with some of my E/D powers still unspent.

Secondly, the DM ruled that enforcing Aegis meant the teleport was compulsory; it's part of the power and what makes it special/capable of messing with the creature (Ensnarement in this case, just so we're clear). So no, I flat out couldn't enforce my mark, even standing adjacent to the creature. With that in mind, I elected specifically to stay away from the monster I had marked so I could be sure that he wouldn't be including me in burst/blast attacks to negate the -2 penalty (at which point he realized that the only way to get around it was to kill me).

Don't come preaching to me about adapting to the problem. I did the best with what I had, and my team performed awesomely despite my restraints. The point remains that I, singularly out of the entire group, felt singled out. And I wouldn't have if I picked a different class. This is a systemic failure in design for an Organized Play campaign.

One last thing: To those of you who take issue with my displeasure of the design, take it somewhere else. Your experience does not invalidate mine. They exist independently of each other, and since you somehow feel like my opinion disrupts your enjoyment of it you can take comfort knowing I'm that much less likely to participate in future editions.

Edit: I was perfectly happy to just discuss the design philosophy and don't appreciate the finger pointing, either. I've cleaned up my post to be a little less confrontational, I'd appreciate it if you all did the same.
 
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While I understand that, I also understand that a real live breathing human is spending hours on working on his PC. It's not that his PC is killed or not even just inconvenienced. It's that his PC is neutered. He's spending 2 or 3 hours playing an encounter that is boring him to tears because he cannot use the schtick of his PC.

And ordinarily I would agree with you completely. In a normal game where you want everyone to have a place in the game and something to do, this would be a completely dick design move (especially in 4e where the goal was to give everyone equal opportunity.) This is different though.

The fact that you say "spending hours working on a PC" leads me to believe you're not really the type this is designed for. (And I'm not knocking that, I'm not really either.)

I have a friend who this game is perfect for. He doesn't spend hours on his PCs- he spends days. He has binders full of characters because he never stops- they come out with a new item or feat he reworks them all over and over again. It's just what he does- making characters is not a chore. (It makes my head spin.)

For someone like him, sitting down at the first session and realizing a swordmage was the wrong choice wouldn't be a problem, it would just be step one in determining what the best configuration of his PC and the rest of the team would be.

He's the guy who can sit for hours and hours and hours killing low level auto spawn monsters so he can slowly acrue enough gold to get X item that puts him at the power level he "needs" to be at to be "perfect."

He's the guy who will play this over and over and over again trying to unlock every reward possible and trying to "master" it.

As for taking away healing or axes or magic weapons, I'm guessing that's all in store for future games. Especially when you get special "achievements" for doing things like playing all elves, or no healing, or standing on your head, etc...
 

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