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Suggestions for things to improve, fix, or add for the ZEITGEIST Act One compilation?
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<blockquote data-quote="Tukka" data-source="post: 6160889" data-attributes="member: 6668048"><p>Tougher fights would be good. I run a game for 4 PCs right now and I usually run the fights as-is or tweaked to be more difficult. I didn't modify the MacBannin fight though, and it went alright. He got all of his hexes off and that was with none of the sinkholes hitting any of the combatants.</p><p></p><p>The copious minions plus the two thugs and terrain features were enough to keep the party from focusing fire too much on MacBannin. MacBannin hexed the Sentinel druid's wolf companion first with the wailing spirits one, which made the wolf treat the PCs as enemies... which meant that they granted combat advantage whenever the wolf was adjacent to them, so that was some nice synergy that confounded them some. Then the blackguard was hexed with the doppelganger one for the duration of the encounter which really hurt, except during one round where the swordmage was able to pray it away. The blackguard and swordmage both ended up bloodied, the druid was KO'd (the Yerasol veteran blackguard got him back up), and the swordmage got hit with the nasty centipedes hex, which limited his actions. Only the mage went relatively unscathed, though she took some damage from minion attacks too. And that was with me forgetting about the abjuration aura for the first couple rounds of the fight.</p><p></p><p>Still, I could see that fight going a lot easier for many parties. For my group, it was the most dynamic and fun of that campaign (although the Coaltongue fight was even better, IMO, when I ran it for my PBP group).</p><p></p><p>One of the issues, I gather, with 4e is that the parties grow much more survivable as they level up. <a href="http://dmg42.blogspot.com/2012/02/boot-on-face-of-level-1-damage-forever.html" target="_blank">Enemy damage doesn't scale as quickly as PC health and healing</a>. I anticipate scaling up damage quite by the time I get to adventure 4+.</p></blockquote><p></p>
[QUOTE="Tukka, post: 6160889, member: 6668048"] Tougher fights would be good. I run a game for 4 PCs right now and I usually run the fights as-is or tweaked to be more difficult. I didn't modify the MacBannin fight though, and it went alright. He got all of his hexes off and that was with none of the sinkholes hitting any of the combatants. The copious minions plus the two thugs and terrain features were enough to keep the party from focusing fire too much on MacBannin. MacBannin hexed the Sentinel druid's wolf companion first with the wailing spirits one, which made the wolf treat the PCs as enemies... which meant that they granted combat advantage whenever the wolf was adjacent to them, so that was some nice synergy that confounded them some. Then the blackguard was hexed with the doppelganger one for the duration of the encounter which really hurt, except during one round where the swordmage was able to pray it away. The blackguard and swordmage both ended up bloodied, the druid was KO'd (the Yerasol veteran blackguard got him back up), and the swordmage got hit with the nasty centipedes hex, which limited his actions. Only the mage went relatively unscathed, though she took some damage from minion attacks too. And that was with me forgetting about the abjuration aura for the first couple rounds of the fight. Still, I could see that fight going a lot easier for many parties. For my group, it was the most dynamic and fun of that campaign (although the Coaltongue fight was even better, IMO, when I ran it for my PBP group). One of the issues, I gather, with 4e is that the parties grow much more survivable as they level up. [url=http://dmg42.blogspot.com/2012/02/boot-on-face-of-level-1-damage-forever.html]Enemy damage doesn't scale as quickly as PC health and healing[/url]. I anticipate scaling up damage quite by the time I get to adventure 4+. [/QUOTE]
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