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Post your Lair Assault Results Here (Spoilers)
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<blockquote data-quote="Zuche" data-source="post: 5680569" data-attributes="member: 6682151"><p>Yes, the challenge favours strikers with leader support, but some argue that the system favours that combination anyway. You'll still get decent mileage out of a controller, but playing the defender effectively may be more of a challenge here. Your enemies can play a nasty game of hit and run if you let them, and there's just enough cooperation between powers to let them do that.</p><p> </p><p>I was wondering when someone else would notice the armor of sudden recovery. Did your group figure out how to maximize its potential for this place yet?</p><p> </p><p>Three groups defeated in my city now, though I think they'll do better when they leave character design to one of the guys that showed up on Thursday night. He'd designed two party options, and he'd designed them well. Thus far, they've been designing their characters independently, with non-helpful levels of overlap. </p><p> </p><p>I gave them the benefit of the doubt on jump checks (counting the same running start for two jump checks in one round, rather than resetting it from one jump to the next) and an attempt to seal an iron door with rope (using the break check for the door instead of the rope, where normally I'd have required a Thievery check to get the full benefit from the door). Sure, pushing mercilessly is the goal, but after how much they'd struggled just to get to the second room, it felt more important to help them move things along instead of getting bogged down in the mud room.</p><p> </p><p>One thing people may be overlooking about this program is how useful it can be as a DM training tool. Without the normal balance limits in place and free reign to experiment with monster and trap placement (and monster selection), there's lots of room to find out what works best against certain groups and what allows certain character types to shine better. </p><p> </p><p>My goal is to make better use of the available resources each time I run this. I've noted a few things that worked quite well, a few that didn't, and times I completely botched my handling of a given option. The insights it's given into some of the players has also been handy. I now have a better feel for how to best trip up some of them, and which ones bear more watching. (One of them may not have been cheating, but he displayed a consistent trend toward... favourable inaccuracies.)</p><p> </p><p>It was also interesting to see how few players paid attention to the promotional material for this game before they played. Only two of the first twelve opted to bring fire protection. Only one thought to test the merits of cold damage. I'm not sure how many of them realized that the packaging was intended to provide them with knowledge their characters were likely to have had in advance. </p><p> </p><p>I'd like to see future Lair Assaults make better use of this "forewarned" feature. For example, if a player attempts and succeeds on a History check before the encounter, the party is given some additional benefit to assist them in the challenge ahead: a pertinent item, for example, or a means to safely bypass certain defenses. Knowledge checks could always use more love.</p></blockquote><p></p>
[QUOTE="Zuche, post: 5680569, member: 6682151"] Yes, the challenge favours strikers with leader support, but some argue that the system favours that combination anyway. You'll still get decent mileage out of a controller, but playing the defender effectively may be more of a challenge here. Your enemies can play a nasty game of hit and run if you let them, and there's just enough cooperation between powers to let them do that. I was wondering when someone else would notice the armor of sudden recovery. Did your group figure out how to maximize its potential for this place yet? Three groups defeated in my city now, though I think they'll do better when they leave character design to one of the guys that showed up on Thursday night. He'd designed two party options, and he'd designed them well. Thus far, they've been designing their characters independently, with non-helpful levels of overlap. I gave them the benefit of the doubt on jump checks (counting the same running start for two jump checks in one round, rather than resetting it from one jump to the next) and an attempt to seal an iron door with rope (using the break check for the door instead of the rope, where normally I'd have required a Thievery check to get the full benefit from the door). Sure, pushing mercilessly is the goal, but after how much they'd struggled just to get to the second room, it felt more important to help them move things along instead of getting bogged down in the mud room. One thing people may be overlooking about this program is how useful it can be as a DM training tool. Without the normal balance limits in place and free reign to experiment with monster and trap placement (and monster selection), there's lots of room to find out what works best against certain groups and what allows certain character types to shine better. My goal is to make better use of the available resources each time I run this. I've noted a few things that worked quite well, a few that didn't, and times I completely botched my handling of a given option. The insights it's given into some of the players has also been handy. I now have a better feel for how to best trip up some of them, and which ones bear more watching. (One of them may not have been cheating, but he displayed a consistent trend toward... favourable inaccuracies.) It was also interesting to see how few players paid attention to the promotional material for this game before they played. Only two of the first twelve opted to bring fire protection. Only one thought to test the merits of cold damage. I'm not sure how many of them realized that the packaging was intended to provide them with knowledge their characters were likely to have had in advance. I'd like to see future Lair Assaults make better use of this "forewarned" feature. For example, if a player attempts and succeeds on a History check before the encounter, the party is given some additional benefit to assist them in the challenge ahead: a pertinent item, for example, or a means to safely bypass certain defenses. Knowledge checks could always use more love. [/QUOTE]
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