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Slime woes
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<blockquote data-quote="Tilla the Hun (work)" data-source="post: 1145546" data-attributes="member: 14214"><p>First - is this dungeon too powerful for the characters? Sounds kinda like it is...</p><p></p><p>Secondly, 2 slimes above an entryway? Only one person at a time crossing below, or 2? If one - it should be an ouchie, if two, it should be 1 on 1.</p><p></p><p>Thirdly, a flask of oil would greatly have helped that torch deal damage to the slime - and it's easier to put out the fire than to take con damage. I'd say about a d4/rnd for damage or maybe a d6/rnd if the hp on the slime were high.</p><p></p><p>Personally, I'd have replaced the slimes with an ooze or jelly, modified to an EL fit for their level and an entry into this particular dungeon (higher diff, medium, or low).</p><p></p><p>If they'd had magical arms or armor, or if I'd wanted them to go back to town, I'd've dropped a single gray ooze, sized for their party.</p><p></p><p>I've gotten extremely leery about throwing ability draining anything a party these days - if the dice roll wrong, it equates to weeks of resting in town before they come back. If the dice roll normally, it can still be days or seriously debilitating to immediate encounters.</p><p></p><p>What I'm trying to say there, is if this is a dungeon that is suited to their level, unless they are relatively high level you should not throw stat draining monsters at them in the entry way <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Especially not Con draining monsters <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p></p><p>To make a long story short - the rules you should have followed you did, but you might want to take another look at how hard this dungeon is compared to the level of the players. Unless you want them to trip back to town every week <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p></blockquote><p></p>
[QUOTE="Tilla the Hun (work), post: 1145546, member: 14214"] First - is this dungeon too powerful for the characters? Sounds kinda like it is... Secondly, 2 slimes above an entryway? Only one person at a time crossing below, or 2? If one - it should be an ouchie, if two, it should be 1 on 1. Thirdly, a flask of oil would greatly have helped that torch deal damage to the slime - and it's easier to put out the fire than to take con damage. I'd say about a d4/rnd for damage or maybe a d6/rnd if the hp on the slime were high. Personally, I'd have replaced the slimes with an ooze or jelly, modified to an EL fit for their level and an entry into this particular dungeon (higher diff, medium, or low). If they'd had magical arms or armor, or if I'd wanted them to go back to town, I'd've dropped a single gray ooze, sized for their party. I've gotten extremely leery about throwing ability draining anything a party these days - if the dice roll wrong, it equates to weeks of resting in town before they come back. If the dice roll normally, it can still be days or seriously debilitating to immediate encounters. What I'm trying to say there, is if this is a dungeon that is suited to their level, unless they are relatively high level you should not throw stat draining monsters at them in the entry way :). Especially not Con draining monsters :). To make a long story short - the rules you should have followed you did, but you might want to take another look at how hard this dungeon is compared to the level of the players. Unless you want them to trip back to town every week :). [/QUOTE]
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