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Problems with Tales from the Yawning Portal
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<blockquote data-quote="James Gasik" data-source="post: 7148506" data-attributes="member: 6877472"><p>@pukuni</p><p></p><p>*The encounters: the real problem here is that the encounters are unbalanced. Some are super easy, some approach the proper levels of challenge, but don't make any sense- why is an encounter with a named, unique enemy less challenging than 15 random zombies? </p><p></p><p>You're right that the lethality of the Shrine would make the light combats more balanced, but the kicker is, the adventure doesn't say "give out xp for traps" (the book overall has this problem, a few traps/hazards award xp, but most do not). Now yes, in a home game, you could easily hand out xp as you saw fit, but the adventure gives no guidelines for this.</p><p></p><p>And in AL, well, I can only give out xp for monsters or when the adventure says to...</p><p></p><p>*Glyph of Warding states that the Glyph is nearly invisible and requires an Investigation check to be found. However, the Glyph's trigger can be (and in this case, most probably is, as the adventure doesn't specify) "seeing or reading the glyph". So how can I use Investigation to notice the Glyph is merely seeing it triggers it? (Another trigger allowed by the spell is "approaching within a certain distance"). </p><p></p><p>I mean, unless it's intended that the player automatically makes the check before the Glyph would be triggered. That didn't strike me as the most intuitive interpretation of the spell when I looked at it before last session.</p><p></p><p>*the problem with underwater mechanics happens with the fight itself. The adventure tells you that Nightscale (the black dragon) lurks under the water of her murky lake, and only raises enough of her head and neck out of it to breathe acid. This gives her (according to the adventure) three-quarters cover.</p><p></p><p>So if raising her head out of water gives her 3/4 cover, then being totally under water should give her total cover, which broke the encounter because suddenly she couldn't be targeted by spells (and even area spells are blocked by total cover). Nobody wanted to get into the water because then she could attack them in melee.</p><p></p><p>When the Sorcerer actually did dive in to cast fireball, he almost flipped the table when I told him that, by the rules, a creature completely submerged in water has resistance to fire.</p><p></p><p>This does have the caveat that I could have been wrong to rule that being underwater grants total cover from those above it, but again, that call was based on the information the adventure itself gave me.</p><p></p><p>*If you're being attacked by a Will-o'-Wisp, then don't you have to roll initiative, trap or no trap?</p><p></p><p>ON LAIR ACTIONS-</p><p></p><p>It doesn't state taht Calcryx (or Nightscale for that matter) get Lair Action (even though you do face Nightscale in her lair).</p><p></p><p>However, I recently ran an AL mod (Shadows over the Moonsea) where (spoilers), you encounter a Wyrmling black in it's lair (a miserable cave in the swamp) and that dragon gets lair actions, so my assumption was that any dragon could/should?</p></blockquote><p></p>
[QUOTE="James Gasik, post: 7148506, member: 6877472"] @pukuni *The encounters: the real problem here is that the encounters are unbalanced. Some are super easy, some approach the proper levels of challenge, but don't make any sense- why is an encounter with a named, unique enemy less challenging than 15 random zombies? You're right that the lethality of the Shrine would make the light combats more balanced, but the kicker is, the adventure doesn't say "give out xp for traps" (the book overall has this problem, a few traps/hazards award xp, but most do not). Now yes, in a home game, you could easily hand out xp as you saw fit, but the adventure gives no guidelines for this. And in AL, well, I can only give out xp for monsters or when the adventure says to... *Glyph of Warding states that the Glyph is nearly invisible and requires an Investigation check to be found. However, the Glyph's trigger can be (and in this case, most probably is, as the adventure doesn't specify) "seeing or reading the glyph". So how can I use Investigation to notice the Glyph is merely seeing it triggers it? (Another trigger allowed by the spell is "approaching within a certain distance"). I mean, unless it's intended that the player automatically makes the check before the Glyph would be triggered. That didn't strike me as the most intuitive interpretation of the spell when I looked at it before last session. *the problem with underwater mechanics happens with the fight itself. The adventure tells you that Nightscale (the black dragon) lurks under the water of her murky lake, and only raises enough of her head and neck out of it to breathe acid. This gives her (according to the adventure) three-quarters cover. So if raising her head out of water gives her 3/4 cover, then being totally under water should give her total cover, which broke the encounter because suddenly she couldn't be targeted by spells (and even area spells are blocked by total cover). Nobody wanted to get into the water because then she could attack them in melee. When the Sorcerer actually did dive in to cast fireball, he almost flipped the table when I told him that, by the rules, a creature completely submerged in water has resistance to fire. This does have the caveat that I could have been wrong to rule that being underwater grants total cover from those above it, but again, that call was based on the information the adventure itself gave me. *If you're being attacked by a Will-o'-Wisp, then don't you have to roll initiative, trap or no trap? ON LAIR ACTIONS- It doesn't state taht Calcryx (or Nightscale for that matter) get Lair Action (even though you do face Nightscale in her lair). However, I recently ran an AL mod (Shadows over the Moonsea) where (spoilers), you encounter a Wyrmling black in it's lair (a miserable cave in the swamp) and that dragon gets lair actions, so my assumption was that any dragon could/should? [/QUOTE]
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