Time to Brag - We whupped the main villain 13 levels too soon!

Can I just say your party seriously needs to get a few Scrolls of Dimensional Anchor for the re-match.

I've always found that single characters are never a match for a party even if they are 10 or more levels higher. They can generally only be dealing damage to one target but are getting hit by four. They have a single pool of hit points, where as a party has four, etc.

As a DM I always have my main villan shielded by a number of lower level minions.

The last fight the party had the party Cleric charge the main villan only to discover an inivisible rank of Duergar with spears set verse charge in front of him. Four attacks all doing double damage.

On a side note if you charge someone who has readied a longspear against a charge do they get two attacks on you? One Attack of Opportunity for moving throught their threatened zone, and then the readied attack. And if so do both attacks or just the second one do double damage?
 
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Bagpuss said:
On a side note if you charge someone who has readied a longspear against a charge do they get two attacks on you? One Attack of Opportunity for moving throught their threatened zone, and then the readied attack. And if so do both attacks or just the second one do double damage?

Both are set to receive the charge.
 

blast that villianious ego!!

Sounds like somebody's main bad guy got cocky and made the right mistake. But then again, as a GM myself, it's an easy thing to do. Besides, we all should love it when the players throw a major curveball.:p
 

Good story, but... Every time I see one of these, I end up thinking "I wonder what this DM did wrong / What punches were pulled this time." I have yet to be dissapointed. ;)

Sorry, but your wizard shouldn't have been able to Dimension Door the villain - it works only on willing creatures, so I don't think he even needs to save, and even it if worked on him, he'd get a Will save... And if your wizard could affect the bad guy with Will-save based spells... Well.
 

If momentum was carried over when people teleported, what would happen if someone teleported from equator to the north pole?

*SPLAT*

In traveller teleporting was pretty hazardous. If you teleported up or down too much, you'd die then too; gravitational potential energy would transfer to heat in your body.
 

I imagine the bad guy can come back. It'll be tedious, but I imagine a few comical moments off screen with him falling by the window of his villainous tower screaming at some minion to take him to the plane of water or somesuch.

DIMENSION DOOR ME NOW!!!!
Sorry, I missed.
*teleport*
NOW!
Ooops, too late.
WHY YOU ROTTEN PIECE OF- *splat*
 

mmu1 said:
Sorry, but your wizard shouldn't have been able to Dimension Door the villain - it works only on willing creatures, so I don't think he even needs to save, and even it if worked on him, he'd get a Will save... And if your wizard could affect the bad guy with Will-save based spells... Well.

Given that the mage was being grappled by a 20th-level fighter while he was unreachable by any allies, I'm guessing he would have been perfectly happy to leave Donovan behind.

Donovan, of course, could have handled things slightly differently, using the amazing power of the bracelet:

1) Teleport 2' beneath the surface of some ocean.
2) Repeat step 1 until most of his momentum is gone.
3) Teleport into a group of some allies that includes a priest.
4) Say, "Heal me, you fool! And you -- give me your glaive!"
5) Teleport back to the bruised, wounded, and disheartened PCs, less than a minute after he'd disappeared, and whomped on them.

Maybe he was frightened, though :). Sounds like an exhilirating session!

Daniel
 

Numion said:
If momentum was carried over when people teleported, what would happen if someone teleported from equator to the north pole?

*SPLAT*

IMC the spell Teleport has no error, but is limited to 10 miles/level. Improved Teleport takes the place of Teleport w/o Error, and has a range of 50 miles/level.

Momentum is an excellent hand-wave for the distance restrictions :)

-- Nifft
 

Nifft said:


IMC the spell Teleport has no error, but is limited to 10 miles/level. Improved Teleport takes the place of Teleport w/o Error, and has a range of 50 miles/level.

Momentum is an excellent hand-wave for the distance restrictions :)

-- Nifft

I really don't see any advantages in applying physics to magic. Surely the spells would've mentioned if they could be used as the most powerful attack spells? Eg, teleport someone to the exactly opposite side of the globe. Opposite velocities due to earths rotation will grind anyone to death.
 

Numion said:
I really don't see any advantages in applying physics to magic.

Reasonableness. It's a restriction I put in for mechanical balance reasons, but it's nice to have a reasonable-sounding hand-wave when a player asks about it. :)

-- Nifft
 

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