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Shackled City questions - some possible spoilers
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<blockquote data-quote="farscapesg1" data-source="post: 2684411" data-attributes="member: 15234"><p>Well, I like the concept of training just not the current execution. It gives us a chance to roleplay out the interation with NPCs that could become important contacts.</p><p></p><p>The idea of bringing in a rogue NPC is out of the question. The Dwarf cleric is already an NPC and the DM is of the opinion that "you made your bed, now you get to lie in it".</p><p></p><p>In his opinion, the group hasn't spent their money very wisely. First, we had to spend money on Remove Curse for two players during the first adventure due to the player's not communicating about a trap. Then our favored soul had to spend money on a rope ladder to get to the rest of the party when the elevator was burned (and he was seperated from the group on the top-side). We tend to burn through potions pretty fast, so there is another money drain.</p><p></p><p>The training costs are really what is killing us I think. The first adventure brought us up to 4th adventure by the end. That is 200+400+600=1200 gp each for training out of the first adventure!!! At that point, only 6 of us needed to level (one player joined at the very end of the adventure already at 4th level) so that was 7200 gp just for training. I think he padded the treasure a little (he treated the Dwarven Urogosh as magical on both ends). Still, that is a huge amount of money to spend out of the first adventure. I've got a copy of the adventure myself and that is really the only change I can see on the treasure that we recieved.</p><p></p><p>I realize that the tactics and group interraction is a major problem. I've talked to the DM and the group about it, but we still can't seem to get it working right. Part of the problem is several of the members don't feel that others should tell them how to play their character. That means assigning a party leader is pretty useless since they don't want to take suggestions. Throw in the lack of teamwork;</p><p>*very little flanking </p><p>*no tripping/disarming/sundering attempts</p><p>*no aid-another in combat when they know they can't do anything to the target but one of the other members can</p><p>*rush into combat before the casters can get off any area spells</p><p>*scatter between opponents instead of teaming up to take them out faster. </p><p>*etc...etc...etc...</p><p></p><p>Meh, I think it is best if we scrap the campaign. We need to work things out with the DM so that we are all on the same page about character wealth issues. The players all need to design characters that will work together and work on being receptive to advice from those of us who have a better understanding of the rules.</p></blockquote><p></p>
[QUOTE="farscapesg1, post: 2684411, member: 15234"] Well, I like the concept of training just not the current execution. It gives us a chance to roleplay out the interation with NPCs that could become important contacts. The idea of bringing in a rogue NPC is out of the question. The Dwarf cleric is already an NPC and the DM is of the opinion that "you made your bed, now you get to lie in it". In his opinion, the group hasn't spent their money very wisely. First, we had to spend money on Remove Curse for two players during the first adventure due to the player's not communicating about a trap. Then our favored soul had to spend money on a rope ladder to get to the rest of the party when the elevator was burned (and he was seperated from the group on the top-side). We tend to burn through potions pretty fast, so there is another money drain. The training costs are really what is killing us I think. The first adventure brought us up to 4th adventure by the end. That is 200+400+600=1200 gp each for training out of the first adventure!!! At that point, only 6 of us needed to level (one player joined at the very end of the adventure already at 4th level) so that was 7200 gp just for training. I think he padded the treasure a little (he treated the Dwarven Urogosh as magical on both ends). Still, that is a huge amount of money to spend out of the first adventure. I've got a copy of the adventure myself and that is really the only change I can see on the treasure that we recieved. I realize that the tactics and group interraction is a major problem. I've talked to the DM and the group about it, but we still can't seem to get it working right. Part of the problem is several of the members don't feel that others should tell them how to play their character. That means assigning a party leader is pretty useless since they don't want to take suggestions. Throw in the lack of teamwork; *very little flanking *no tripping/disarming/sundering attempts *no aid-another in combat when they know they can't do anything to the target but one of the other members can *rush into combat before the casters can get off any area spells *scatter between opponents instead of teaming up to take them out faster. *etc...etc...etc... Meh, I think it is best if we scrap the campaign. We need to work things out with the DM so that we are all on the same page about character wealth issues. The players all need to design characters that will work together and work on being receptive to advice from those of us who have a better understanding of the rules. [/QUOTE]
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