Zinovia
Explorer
There was an event called the Ultimate Delve at GenCon, which was a deliberately challenging timed event for a group of 6th level characters. Of all the groups that attempted it (in excess of 60 is what I heard), only two of them successfully completed all the encounters in the 4 hour time block. My own experience with it was not what I would have hoped, for a couple of reasons.
Strike 1:
Since I didn't happen to know a single person going to GenCon, I didn't have the option of signing up for this event with a full group, knowing that we'd have a well-balanced party with great synergy. Instead, our group was thrown together from people who had tickets to the event, but not a full party. We wound up having no ranged attacks to speak of.
Strike 2:
None of us had really played these characters in advance. Most tried to take their turns quickly, but there was some definite mulling over of powers going on. This is not an option in the Ultimate Delve. You need to use those precious seconds wisely if you are to have a shot at beating the event.
Strike 3, you're out!:
In the first encounter, there was some magma. There was also a foe that could force move characters, and could fly. And us with nothing but basic ranged attacks. That all would have been bad enough, but the DM running it made a ruling that I believe to be wrong. He forced characters into the magma repeatedly without allowing a saving throw to fall prone in the last safe square.
Naturally, this was immediately questioned by one of the players, but he said something like "Everyone asks that, but it only applies if you are being pushed off a cliff or into a pit". We're on the clock, don't have the entire D&D reference library with us, and continue on to lose that encounter based on time - but we would have had a far better chance and expended far fewer healing surges and powers had the magma not been the biggest damage dealer in the fight. Oh yeah, there were also immobilizes being thrown around, in part from some cockatrices. So moving away from the magma was trickier than you'd think, especially when we're trying to save the people who have fallen in already.
I leave the delve I paid $6 for after only an hour. "Don't worry," assured the DM as he was packing up his stuff. "You had no chance whatsoever of beating the second encounter without some good ranged damage." He described a little bit of the tricky second fight with webs and flying stuff. He's right, we would have had no chance. How comforting to know that even if we'd beaten the first fight, we'd have lost early in the second.
After the con when I had my books again, my inner rules lawyer demanded that I look up the rules about forced movement and hazardous terrain. Sure enough:
Then, my husband, clever man that he is, found the following in the DMG:
There is the rule I was looking for and had memories of having read at some point! I was vindicated! Still lost the Delve though. It's too bad that the PH, the book that we all turn to for the nitty gritty combat rulings, was unclear and only specified saving to fall prone at the edge of pits and precipices, rather than any hindering terrain. That's where the mistake came into this.
As for the Ultimate Delve, my recommendations are that you not enter it unless you know a group of people willing to join you. Make your characters in advance. Practice playing through some fights with them. Get familiar with your powers. Run a timer while you play, so that you can speed up combats. While it wasn't described explicitly as being a competition, the tense atmosphere and perceived pressure to act quickly and effectively on each turn made it feel that way. If you don't like competitions, stay away from it.
And whatever you do, don't let the DM repeatedly push your characters into the magma! Bring your DMG with you to prove it.
Strike 1:
Since I didn't happen to know a single person going to GenCon, I didn't have the option of signing up for this event with a full group, knowing that we'd have a well-balanced party with great synergy. Instead, our group was thrown together from people who had tickets to the event, but not a full party. We wound up having no ranged attacks to speak of.
Strike 2:
None of us had really played these characters in advance. Most tried to take their turns quickly, but there was some definite mulling over of powers going on. This is not an option in the Ultimate Delve. You need to use those precious seconds wisely if you are to have a shot at beating the event.
Strike 3, you're out!:
In the first encounter, there was some magma. There was also a foe that could force move characters, and could fly. And us with nothing but basic ranged attacks. That all would have been bad enough, but the DM running it made a ruling that I believe to be wrong. He forced characters into the magma repeatedly without allowing a saving throw to fall prone in the last safe square.
Naturally, this was immediately questioned by one of the players, but he said something like "Everyone asks that, but it only applies if you are being pushed off a cliff or into a pit". We're on the clock, don't have the entire D&D reference library with us, and continue on to lose that encounter based on time - but we would have had a far better chance and expended far fewer healing surges and powers had the magma not been the biggest damage dealer in the fight. Oh yeah, there were also immobilizes being thrown around, in part from some cockatrices. So moving away from the magma was trickier than you'd think, especially when we're trying to save the people who have fallen in already.
I leave the delve I paid $6 for after only an hour. "Don't worry," assured the DM as he was packing up his stuff. "You had no chance whatsoever of beating the second encounter without some good ranged damage." He described a little bit of the tricky second fight with webs and flying stuff. He's right, we would have had no chance. How comforting to know that even if we'd beaten the first fight, we'd have lost early in the second.
After the con when I had my books again, my inner rules lawyer demanded that I look up the rules about forced movement and hazardous terrain. Sure enough:
Was he actually right? As a DM myself, that went against my every instinct of how the rules were intended to work. What difference if I push you off a cliff or into a pool of seething magma? Both inflict potentially the same damage and cause similar problems getting back into the fight.Player's Handbook pg 286 said:Catching Yourself: If you're forced over a precipice or pit, you can try to catch yourself before you fall.
Then, my husband, clever man that he is, found the following in the DMG:
Dungeon Master's Guide pp 44 and 61 said:Hindering Terrain: Forced movement can force targets into hindering terrain (page 61). Targets forced into hindering terrain receive a saving throw immediately before entering the unsafe square they are forced into. Success leaves the target prone at the edge of the square before entering the unsafe square.
Hindering Terrain: Hindering terrain prevents movement (or severely punishes it) or damages creatures that enter it, but allows line of sight.
There is the rule I was looking for and had memories of having read at some point! I was vindicated! Still lost the Delve though. It's too bad that the PH, the book that we all turn to for the nitty gritty combat rulings, was unclear and only specified saving to fall prone at the edge of pits and precipices, rather than any hindering terrain. That's where the mistake came into this.
As for the Ultimate Delve, my recommendations are that you not enter it unless you know a group of people willing to join you. Make your characters in advance. Practice playing through some fights with them. Get familiar with your powers. Run a timer while you play, so that you can speed up combats. While it wasn't described explicitly as being a competition, the tense atmosphere and perceived pressure to act quickly and effectively on each turn made it feel that way. If you don't like competitions, stay away from it.
And whatever you do, don't let the DM repeatedly push your characters into the magma! Bring your DMG with you to prove it.
