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SKR's problem with certain high level encounters
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<blockquote data-quote="Synicism" data-source="post: 330516" data-attributes="member: 489"><p>I don't know about this. I read SKR's article and I have to agree that he makes a valid point if you pare the rant down to its core.</p><p></p><p>It's hard to design high level encounters. The one that immediately springs to my mind was the experience I had playing through "The Bastion of Broken Souls," the WotC 18th level published adventure.</p><p></p><p>Generally speaking, most of the encounters were more or less on par. The fiend summoning, scrying kyton/marilith crossbreed was pretty damn scary, and the big monster at the end of the session was cool.</p><p></p><p>It's sad that the two unique villains in the module were probably the easiest encounters in the game.</p><p></p><p>The most irritating things were the "special" denizens of the bastion. Nothing needs to be incorporeal, have a 30something AC, a high attack bonus (and make touch attacks), SR, and dish out like 2d6 con damage with every shot.</p><p></p><p>Were the monsters effective? Sure thing.</p><p></p><p>Were they well designed? No, I don't think so. I don't believe that the design philosophy behind a monster should be "let's give it everything it needs to completely ignore all the benefits PC's get from being high level."</p></blockquote><p></p>
[QUOTE="Synicism, post: 330516, member: 489"] I don't know about this. I read SKR's article and I have to agree that he makes a valid point if you pare the rant down to its core. It's hard to design high level encounters. The one that immediately springs to my mind was the experience I had playing through "The Bastion of Broken Souls," the WotC 18th level published adventure. Generally speaking, most of the encounters were more or less on par. The fiend summoning, scrying kyton/marilith crossbreed was pretty damn scary, and the big monster at the end of the session was cool. It's sad that the two unique villains in the module were probably the easiest encounters in the game. The most irritating things were the "special" denizens of the bastion. Nothing needs to be incorporeal, have a 30something AC, a high attack bonus (and make touch attacks), SR, and dish out like 2d6 con damage with every shot. Were the monsters effective? Sure thing. Were they well designed? No, I don't think so. I don't believe that the design philosophy behind a monster should be "let's give it everything it needs to completely ignore all the benefits PC's get from being high level." [/QUOTE]
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