the Jester
Legend
Covered.![]()
Done, Jester.
Edit: Scooped. Ha! Double your pleasure and double your fun, everything's better with double mint gum.
Thanks to you both!
Covered.![]()
Done, Jester.
Edit: Scooped. Ha! Double your pleasure and double your fun, everything's better with double mint gum.
Should they?
The Lich in the playtest has two fifth-level spell slots. It can cast Cloudkill.
In quite a number of tactical settings, that is a horrifically powerful spell - 6d8 poison damage every round, for up to ten rounds (as long as the Lich concentrates - and since it doesn't affect undead, the Lich can stay in the cloud happily). The lich is a pretty good tough solo encounter for a party of four 5th-level characters (I know, I ran it as that a couple of weeks ago).
But what if I didn't cast it? I mean, in the fight I'm thinking about, a 5th-level lightning bolt was better for the first round. In some cases, a fifth level magic missile or fireball might be better - they can hit a vastly wider-spread group than a 20' radius area.
But does this mean that the Bestiary should contain two XP values for the lich - one casting Cloudkill, one not?
Of course not.
The XP value needs to show the balanced *potential* value of defeating that creature. If it doesn't use all of its abilities, it's still been defeated, the party just had a (possibly) easier time of it. Maybe the tactical situation was such that it couldn't use those abilities. In that case, hopefully the party had some part in causing the situation that "weakened" the creature. If so, they earned the XP that way. If they had nothing to do with the situation, then the GM has constructed it.
One of my main issues is how random some of the summlons are. Especially demons. Percentage chance for success and a random amount summoned in some cases. Really makes things wacky. I had as session and rolled really bad for one demon and really good in the second fight. I would like the ability to pull the randomness out an mange the summons directly. Not surprise 18 dretches.
While it makes sense certain enemies are immune to precision damage, it makes just as much sense that some enemies are specifically vulnerable to it. Zombie headshots, beholder eyes, vampire hearts, a certain dragon's missing scale, and the boss's glowing secret weakness could all provide chances for those characters to shine.
While it makes sense certain enemies are immune to precision damage, it makes just as much sense that some enemies are specifically vulnerable to it. Zombie headshots, beholder eyes, vampire hearts, a certain dragon's missing scale, and the boss's glowing secret weakness could all provide chances for those characters to shine.
3.5 sneak attack immunities were pretty over the top and I don't think many people would argue with scaling it back a bit.
I'm also a big fan of puzzle fights, especially for bosses. The occasional "standard" fight is nice, but bosses really need something to set them apart.RangerWickett said:I like my 'boss fights' to have some element of puzzle. Maybe the villain has a power that makes him a bit tougher than usual until you figure out how to thwart it. Maybe there's something dangerous happening in the background that you need to figure out how to stop while you're trying to avoid the big scary monster.
Awesome!RangerWickett said:If you could let rogues use sneak attack to tear out a beholder's eye, that would F***ing Rock! I'm going to see if I can implement that in some of the last ZEITGEIST adventures we release for 4th edition.
Yeah, no reason for rogues to have all the funI'm fond of this idea. I wouldn't want to make rogues the only ones capable of doing it, but I really like the idea of rogues being able to exploit that vulnerability. That lines up snugly with Mearls's idea of the "feel' of playing an opportunistic fighter who looks for exploits.
You could definitely design some deep interactions between keywords like that, but I'd probably just assign keywords to the damage (most of which is already done) and key the monster vulnerabilities to that.One could do worse than borrow some of Iron Heroes' stunt mechanics and incorporate it into class abilities and items. Say, every monster ability has one or more keywords. And then one could temporarily suppress certain keywords by making successful checks.
3.5 sneak attack immunities were pretty over the top and I don't think many people would argue with scaling it back a bit.
That said, I think the real problem with sneak attack is that it never really gets its time in the spotlight. While your pyromaniac invoker might be hosed against a red dragon or fire elemental, you get to feel like a god against trolls and ice creatures.
While it makes sense certain enemies are immune to precision damage, it makes just as much sense that some enemies are specifically vulnerable to it. Zombie headshots, beholder eyes, vampire hearts, a certain dragon's missing scale, and the boss's glowing secret weakness could all provide chances for those characters to shine.
Giving rogues some chances to be really glad they have sneak attack will do far more to help them enjoy the class than removing the times they feel bad about having sneak attack.
Cheers!
Kinak
I would.
Having undead and golems not caring where you hit them as they were just lumps of meat/stone animated by magic or unholy energy was a nice touch and made sense.