Thunderspire and the 5-minute adventuring day

What's the party makeup?

Follow up question, what's the magic item situation like? It took a long time before I got used to 3e's balance of magic items; I still don't have a feel for how many magic items PCs should have in 4e.

Also, is everyone running out, or is one character running out of one thing? In addition to daily character powers, there should be magic item usage. Is one character just running out of HS while the rest of the party is fine?
 

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Slightly off-topic: Good idea with the milestones... I might consider giving an XP bonus for encounters based on the milestones reached previously (i.e. +10% per milestone).

Bye
Thanee
 

Follow up question, what's the magic item situation like? It took a long time before I got used to 3e's balance of magic items; I still don't have a feel for how many magic items PCs should have in 4e.

Also, is everyone running out, or is one character running out of one thing? In addition to daily character powers, there should be magic item usage. Is one character just running out of HS while the rest of the party is fine?

I have absolutely no clue how many magic items my players should have. Plus I just got AV and it has so many amazing items, I might end up passing a few more around just to see them in play.



So back to the OP, can you give a rough percentage of how many of their encounter/daily attack powers actually hit? I think that is the best way to get a gross estimate of how good the teamwork is (though ofc every D&D player goes through the Day the Dice Hated Me once in a while).
 

Yikes, a LOT of questions!

Party makeup (6 characters, all level 4):

Tiefling Warlock
Eladrin Warlord
Human Fighter
Dragonborn Fighter
Elven Cleric
Elven Ranger (Archer)

Each has a couple of magic items and a few healing potions.

Plus, they're very *good* players - two of the at least are synergy geniuses. Any combinations that work, they use them. One's a statistician by trade, and just "sees" this stuff; he inadvertently breaks every system known to man unless he's stopped! You should see his high level D&D 3.5 characters..... :D
 
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Yep, that certainly looks like a strong adventuring party.

Do you scale the encounters (because they are six)?
Or do you use them as is?

Bye
Thanee
 

No Wizard, so no controller, but that shouldn't have too much effect.

Which encounters have they faced?

Cheers!
 

Yep, that certainly looks like a strong adventuring party.

Do you scale the encounters (because they are six)?
Or do you use them as is?

Bye
Thanee

As-is, and yet still they need an extended rest after every encounter.

I'm sure the adventure wasn't written with this in mind, but they enter *every* encounter at full strength, use up all their resources, rest a night, rinse and repeat.
 

No Wizard, so no controller, but that shouldn't have too much effect.

Which encounters have they faced?

Cheers!

They're nearly finished at the Duergar keep. They retreat to the Hall each time (they used the Wight room as a night's rest, too - I decided the Duergar wouldn't discover them there). So they return each day, and fight defenders moved to the initial gatehouse/portcullis. The keep's almost out of defenders now, luckily.

I could bring in reinforcements, but have no desire to prolong this agony. :D
 

My group are having a problem with Thunderspire. Almost every encounter is using up all of their resources, and forcing an extended rest. After nearly every fight, they'r eout of dailies and healing surges.

So the adventure is hard, and the group is facing death pretty regularly, and they're being challenged.

Umm, why is that a *problem*? Isn't that, like, the whole point of adventuring?
 

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