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What Do You Think of These Encounters?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5767714" data-attributes="member: 1165"><p>Please note that I'm not suggesting you can't use "unbalanced" encounters, but IMO, said hazard needs a level, which can be much lower or much higher than the PCs' level. That will determine the falling damage (which will in turn determine how fall the PC falls down a crevasse before they hit snow). That will also determine how difficult it is to climb out of the crevasse, in terms of distance, and perhaps skill DCs.</p><p></p><p>When a PC gets tossed off a precipice, they can make an instant saving throw to "hang on". This is a very good time to have a PC who can instantly boost saving throws!</p><p></p><p>The saving throw rule might apply to wraiths anyway. They may be immune to the wind, but various effects (like Turn Undead!) can force them to move, possibly shoving them right off a cliff. Does a wraith suffer falling damage? If they take radiant damage, I think they stop being insubstantial, making Turn Undead <em>really good</em> in this situation.</p><p> </p><p></p><p></p><p>Good. A good encounter needs not just monsters, but interesting terrain and/or hazards. IMO, the best traps/hazards don't affect the enemy (eg flame blast traps in an encounter with fire immune enemies).</p><p> </p><p></p><p></p><p>You've created an unusual skill challenge there, I would think. IMO, PCs should be allowed to make skill checks <em>before</em> the encounter, in order to learn more about the enemy.</p><p></p><p>Once the encounter starts, with skill checks (Arcana, Religion, maybe Nature or even Dungeoneering, depending on monster type) the PCs could gain bonuses to their attack rolls. Yes, they're not aiming to do damage, but an effect like Thunderwave that can push an enemy off a cliff can still benefit from an attack bonus. Non-casting PCs could perhaps make Athletics checks (or Insight, to see if he's got a weak knee or something) to gain bonuses on bull rush, Tide of Iron/Hammer Hands, etc.</p><p></p><p>In order to keep players happy, especially if they've got weak control, perhaps the skill challenge could take away his invincibility after a point. You could use scattered plot coupons (orbs, altars, whatever) that can be dealt with via skill checks, perhaps each with a different one (Nature for altar, Arcana for orb, etc) and disabling all the plot coupons could render the monster "vincible". Scattering these coupons makes things harder, as PCs might find themselves being blown away by the wind (if it's still there) or the monster might actively try to keep them away from these coupons. After disabling the coupons, the monster might surrender rather than fight, and of course repair them after the PCs leave.</p><p></p><p>I don't think I explained these plot coupons well. There's an encounter on the WotC site involving a demilich that has "plot coupons" like this, although the demilich isn't actually invincible.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5767714, member: 1165"] Please note that I'm not suggesting you can't use "unbalanced" encounters, but IMO, said hazard needs a level, which can be much lower or much higher than the PCs' level. That will determine the falling damage (which will in turn determine how fall the PC falls down a crevasse before they hit snow). That will also determine how difficult it is to climb out of the crevasse, in terms of distance, and perhaps skill DCs. When a PC gets tossed off a precipice, they can make an instant saving throw to "hang on". This is a very good time to have a PC who can instantly boost saving throws! The saving throw rule might apply to wraiths anyway. They may be immune to the wind, but various effects (like Turn Undead!) can force them to move, possibly shoving them right off a cliff. Does a wraith suffer falling damage? If they take radiant damage, I think they stop being insubstantial, making Turn Undead [i]really good[/i] in this situation. Good. A good encounter needs not just monsters, but interesting terrain and/or hazards. IMO, the best traps/hazards don't affect the enemy (eg flame blast traps in an encounter with fire immune enemies). You've created an unusual skill challenge there, I would think. IMO, PCs should be allowed to make skill checks [i]before[/i] the encounter, in order to learn more about the enemy. Once the encounter starts, with skill checks (Arcana, Religion, maybe Nature or even Dungeoneering, depending on monster type) the PCs could gain bonuses to their attack rolls. Yes, they're not aiming to do damage, but an effect like Thunderwave that can push an enemy off a cliff can still benefit from an attack bonus. Non-casting PCs could perhaps make Athletics checks (or Insight, to see if he's got a weak knee or something) to gain bonuses on bull rush, Tide of Iron/Hammer Hands, etc. In order to keep players happy, especially if they've got weak control, perhaps the skill challenge could take away his invincibility after a point. You could use scattered plot coupons (orbs, altars, whatever) that can be dealt with via skill checks, perhaps each with a different one (Nature for altar, Arcana for orb, etc) and disabling all the plot coupons could render the monster "vincible". Scattering these coupons makes things harder, as PCs might find themselves being blown away by the wind (if it's still there) or the monster might actively try to keep them away from these coupons. After disabling the coupons, the monster might surrender rather than fight, and of course repair them after the PCs leave. I don't think I explained these plot coupons well. There's an encounter on the WotC site involving a demilich that has "plot coupons" like this, although the demilich isn't actually invincible. [/QUOTE]
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