[RttToEE]Does anyone ever wonder...

Re: Re

I agree the Madness domain is cracked as a Domain for NPC's. The major downside to the domain really only would affect a PC since it hurts your use of skills so much. Skill use is not something the average foe has to worry about.


Celtavian said:
Hong,

You have kind of used what I said out of context, now haven't you.

I stated that arcane casters should be the most powerful of all the classes, just as I believe casters period should be more powerful than non-casters.

My problem is not with the casters themselves, but with a little thing called the Madness domain. This domain gives cleric casters spells insanely high spell DC's. The Spell DC's are so high that even those with favorable saves of the type needed to defend against the spell would have trouble saving.

I do not see much of a downside to the Madness domain for what it gives. Most powerful clerics will have a sufficiently high wisdom bolstered by magic items coupled with a favorable Will save to make the negative effects of the Madness domain a non-factor.

This is why I am unhappy, not the fact that we are facing a powerful caster. I just don't care for the way the Madness domain was handled.

And guess what Hong, my sorcerer laid the smack down on the First and the Third. Just goes to show how powerful the Arcane Casters are, though he was almost killed by a powerful blade barrier with an insanely high DC that a rogue would have had trouble making. (DC 25 Reflex save blade barrier, that friggin hurt.)

The Paladin, the cleric, and other fighter/cleric all died including the Paladins half-dragon Dire lion mount. The only folks standing at the end of the battle were the drow arcane archer (Archers are probably the most powerful non-caster fighter type out there. Archery is insane.), the dwarven Bard/Virtuoso, the Paladin's Cohort cleric, and yours truly, Mr. Sorcerer.

The rogue didn't make it to the final encounter because he picked the void card. Poor rogue.

Oh well. I lived, but those Madness domain DC's are horrible.
 

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Re: Re: Re

So your party is made of twinking munchkins.

Whats your point?


hong said:


D00d, the guildmage in our current party can lay down DC 30 delayed blast fireballs. :cool:

Thankfully, the rogue and I have Ref saves around +21 or so.
 


My biggest question is why after so many people agree with the problems with RTTTOEE it still gets 5's consistently in reviews.

Can anyone say fanboys? Oh wait I remember now. The fanboys charged over from Monte's website to create BS reviews of the product to increase it overall rating. I guess they didnt want everyone else to see an accurate honest ranking of the product.
 

I'm running it, and the mines can be a drag, there is so much to kill!

But the only thing that has really shocked me is the Demon that is summoned in the mines that has DR 30/+3!!!! And at no point has monte put in a single +3 weapon. I had to cheat that one or it would have been a TPK right there. I dropped 25% of it's HP, reduced the DR to 20/+3 and didn't use it's special abilities very much.
 

I kinda agree with the original poster, but, honestly a 25 DC Disintegrate or Blade Barrier isn't that bad. I run a Wizard5/Elemental Savant 8 with Energy Substitution (acid), Greater Spell Focus (evocation), and I an get some hefty DCs. With an Int. of 21 and a +4 headband using energy substitution on an evocation spell my DCs are 24 + spell level. Though now alot of the bad guys have wised up and started protecting themselves against acid.

The module is defintely a meatgrinder. Our party in the module is 12th-13th level, with 6 players, and we've had 10 deaths...most in the Outer Fane (not me yet...knock on wood). I agree about the pacing too. We've got 3 spellcasters with item creation feats and we rarely have the time to use them. The pattern usually is teleport and/or word of recall away from our latest buttkicking, spend a day recovering, go right back at it.

If and when we finally finish this module I don't think any of us will want to go near a dungeon-crawl for a long time.
 

Great stuff guys! Wish there was a "How To" section around here for just these sort of issues with printed modules for DM's to consult. The reviews discuss high and low points, but not enough of them address specifics of how to make them playable/enjoyable.

Later!
 

Flexor the Mighty! said:
I'm running it, and the mines can be a drag, there is so much to kill!

But the only thing that has really shocked me is the Demon that is summoned in the mines that has DR 30/+3!!!! And at no point has monte put in a single +3 weapon. I had to cheat that one or it would have been a TPK right there. I dropped 25% of it's HP, reduced the DR to 20/+3 and didn't use it's special abilities very much.
Three words: Greater Magic Weapon

Two more words: Energy damage

Haven't sprung this one on my PCs yet... but if they do decide to take the bait... well, I'll just tell them not to get attached to their characters... :b

--The Sigil
 

Go cry.

At "barely" 10th -11th level, you can just about throw your own blade barriers. Don't whine when NPCs fling them at you. And while DC 25 is a bit high, it's still pretty reasonable for caster around 10th level. As a major boss type guy, Hedrak is going to be higher level as well. The Madness Domain just means that he gets the DC with using feats.

GMW is one of the best combat buffs around at your level. In the hands of a cleric with a Bead of Karma, it's especially effective. However, even if you only get +3, turning a +1 Holy or flaming weapon into a +3 Holy weapon for hours at a time is very effective. Not only does it defeat most DR, it also adds +2 to attack and damage.

And if the dungeon is providing the gear you need, then go to Verbenoc or make your own stuff. Here's a quick hint: Cloaks of Resistance are not optional.
 

Yep and if you do not jump on the GMW one trick pony you are dead. Nothing is more lame then a challenge that has litteraly only one way to survive.


Victim said:
Go cry.

GMW is one of the best combat buffs around at your level. In the hands of a cleric with a Bead of Karma, it's especially effective. However, even if you only get +3, turning a +1 Holy or flaming weapon into a +3 Holy weapon for hours at a time is very effective. Not only does it defeat most DR, it also adds +2 to attack and damage.

And if the dungeon is providing the gear you need, then go to Verbenoc or make your own stuff. Here's a quick hint: Cloaks of Resistance are not optional.
 

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