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Running player commentary on PCat's 4E Campaign - Heroic tier (finished)
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<blockquote data-quote="Sagiro" data-source="post: 5240132" data-attributes="member: 726"><p>Run #38 was last night. Most of it was occupied with the ghoulish Battle Royale mentioned in my previous post. Some notes on the battle:</p><p></p><ul> <li data-xf-list-type="ul">Unlike the previous battles, this one took place in a fairly open underground “chapel” that was about 15 squares long and 10 squares wide. Theoretically we'd have a little more tactical flexibility.</li> <li data-xf-list-type="ul">However, exactly like the previous battles, we were battling ghouls who inflicted Immobilized on every hit, which made it difficult to take advantage of said theoretical tactical flexibility. This was our 4th straight battle in the ghoul-infested hell-hole; Piratecat's mission to make us hate ghouls was a rousing success!</li> <li data-xf-list-type="ul">It wasn't just a wide-open room; there was a coffin and an altar providing cover, as well as about a half dozen holes in the ground, dotting the battle-space. There was also a small staircase leading up to a cover-providing pulpit at the far end from where we entered.</li> <li data-xf-list-type="ul">We were facing down a ghoulish bride and her two equally undead bridesmaids at the start, and these were soon joined by three ghoulish minions (males, naturally) who scrambled up out of the holes. Most of these engaged us in melee, while the bride scrambled up to the pulpit and attacked us at range from relative safety. </li> <li data-xf-list-type="ul">Regarding the holes: these were only about five feet deep, but led to an interconnected series of tunnels that the ghouls could use to pop up all over the battlefield. </li> <li data-xf-list-type="ul">For all of their fearsome immobilization and dazing abilities, the bridesmaids didn't have huge numbers of hit points, and our superior numbers allowed us to whittle them down fairly quickly.</li> <li data-xf-list-type="ul">The Bride had a long-stretchy-tongue pulling power that she tried to use on the rogue Logan, who was crouched behind the altar. The attack missed by one – thanks to the cover bonus for the altar itself. Hooray, cover! </li> <li data-xf-list-type="ul">When things were going poorly for her team, the Bride gave up her superior tactical position, used the hole-network, and emerged in our midst. I think that was a mistake for her, as she had at least one devastating long-range area burst that did massive damage to almost the whole party. (Maybe that was an encounter power, or at least a charge power? I was expecting that she'd keep the high ground and bombard us until we managed to advance across the room.) Once she emerged, we went nova-ish on her:</li> <li data-xf-list-type="ul">Bramble used a daily she had been saving for just this occasion, which gave everyone +2 to hit against her for the rest of the encounter.</li> <li data-xf-list-type="ul">Cobalt blew his Action Point to hit with both Dazing Strike and Imperiling Strike in the same round. So, for the round following, we all had +2 to hit from Bramble, +2 to hit for combat advantage against a dazed enemy, and an effective +4 to hit against AC and Reflex from the Imperiling Strike. We piled on massive damage in a hurry, and soon she was at one hit point and fleeing for her “life” through the tunnels.</li> <li data-xf-list-type="ul">At which point the wizard Strontium used Light as a minor, gave chase as a move, and as soon as she saw the fleeing Bride ahead of her, cast Magic Missile as a standard. Thanks to recent errata, Magic Missile can't miss. Goodbye, ghoul-bride!</li> <li data-xf-list-type="ul">There was absolutely no grind in the final battle, for a couple of reasons. For one thing, the enemies had fearsome attacks but few hit points. For another, we were all at -2 defenses when near most of the ghouls, while at the end we all had +2 to hit against the Bride. That meant more hits and fewer misses, which is a key component of grind-prevention. </li> <li data-xf-list-type="ul">Even so... have I mentioned how sick we now are of being %$#@! immobilized all the $#@! time? $#@! ghouls!</li> </ul><p></p><p>Piratecat spiced up the scene with lots of fictional touches, like the bridesmaids giggling girlishly about which one of us was the most handsome when we first arrived. I'll let him cover the storytelling aspects of the run.</p><p></p><p>Edited to add: Here's an odd rules case that came up. Bramble is technically a Wilden, and so has a racial power "Pursuit of the Hunter." </p><p></p><p><strong>Trigger: An enemy within 2 squares of you moves on its turn</strong></p><p><strong></strong></p><p><strong>Effect: You shift 3 squares. Until the end of your next turn, you deal 1d6 extra damage to the triggering enemy when you hit it, and you don’t take the –2 penalty to attack rolls for attacking it when it has cover or concealment.</strong></p><p></p><p>Our question was: what if an enemy approaches you with stealth, and you don't see her coming? Can that movement still trigger this power? The RaW would say yes, but common sense would say no. Piratecat went back and forth a a bit: his instinct was to go with common sense, but I think he ended up allowing the ability to trigger. What do you readers think?</p></blockquote><p></p>
[QUOTE="Sagiro, post: 5240132, member: 726"] Run #38 was last night. Most of it was occupied with the ghoulish Battle Royale mentioned in my previous post. Some notes on the battle: [LIST] [*]Unlike the previous battles, this one took place in a fairly open underground “chapel” that was about 15 squares long and 10 squares wide. Theoretically we'd have a little more tactical flexibility. [*]However, exactly like the previous battles, we were battling ghouls who inflicted Immobilized on every hit, which made it difficult to take advantage of said theoretical tactical flexibility. This was our 4th straight battle in the ghoul-infested hell-hole; Piratecat's mission to make us hate ghouls was a rousing success! [*]It wasn't just a wide-open room; there was a coffin and an altar providing cover, as well as about a half dozen holes in the ground, dotting the battle-space. There was also a small staircase leading up to a cover-providing pulpit at the far end from where we entered. [*]We were facing down a ghoulish bride and her two equally undead bridesmaids at the start, and these were soon joined by three ghoulish minions (males, naturally) who scrambled up out of the holes. Most of these engaged us in melee, while the bride scrambled up to the pulpit and attacked us at range from relative safety. [*]Regarding the holes: these were only about five feet deep, but led to an interconnected series of tunnels that the ghouls could use to pop up all over the battlefield. [*]For all of their fearsome immobilization and dazing abilities, the bridesmaids didn't have huge numbers of hit points, and our superior numbers allowed us to whittle them down fairly quickly. [*]The Bride had a long-stretchy-tongue pulling power that she tried to use on the rogue Logan, who was crouched behind the altar. The attack missed by one – thanks to the cover bonus for the altar itself. Hooray, cover! [*]When things were going poorly for her team, the Bride gave up her superior tactical position, used the hole-network, and emerged in our midst. I think that was a mistake for her, as she had at least one devastating long-range area burst that did massive damage to almost the whole party. (Maybe that was an encounter power, or at least a charge power? I was expecting that she'd keep the high ground and bombard us until we managed to advance across the room.) Once she emerged, we went nova-ish on her: [*]Bramble used a daily she had been saving for just this occasion, which gave everyone +2 to hit against her for the rest of the encounter. [*]Cobalt blew his Action Point to hit with both Dazing Strike and Imperiling Strike in the same round. So, for the round following, we all had +2 to hit from Bramble, +2 to hit for combat advantage against a dazed enemy, and an effective +4 to hit against AC and Reflex from the Imperiling Strike. We piled on massive damage in a hurry, and soon she was at one hit point and fleeing for her “life” through the tunnels. [*]At which point the wizard Strontium used Light as a minor, gave chase as a move, and as soon as she saw the fleeing Bride ahead of her, cast Magic Missile as a standard. Thanks to recent errata, Magic Missile can't miss. Goodbye, ghoul-bride! [*]There was absolutely no grind in the final battle, for a couple of reasons. For one thing, the enemies had fearsome attacks but few hit points. For another, we were all at -2 defenses when near most of the ghouls, while at the end we all had +2 to hit against the Bride. That meant more hits and fewer misses, which is a key component of grind-prevention. [*]Even so... have I mentioned how sick we now are of being %$#@! immobilized all the $#@! time? $#@! ghouls! [/LIST] Piratecat spiced up the scene with lots of fictional touches, like the bridesmaids giggling girlishly about which one of us was the most handsome when we first arrived. I'll let him cover the storytelling aspects of the run. Edited to add: Here's an odd rules case that came up. Bramble is technically a Wilden, and so has a racial power "Pursuit of the Hunter." [b]Trigger: An enemy within 2 squares of you moves on its turn Effect: You shift 3 squares. Until the end of your next turn, you deal 1d6 extra damage to the triggering enemy when you hit it, and you don’t take the –2 penalty to attack rolls for attacking it when it has cover or concealment.[/b] Our question was: what if an enemy approaches you with stealth, and you don't see her coming? Can that movement still trigger this power? The RaW would say yes, but common sense would say no. Piratecat went back and forth a a bit: his instinct was to go with common sense, but I think he ended up allowing the ability to trigger. What do you readers think? [/QUOTE]
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