CruelSummerLord said:
Can you imagine a spell that would allow the PCs to steal the BBEG's memorized spells?
I take it you hate the spellthief, then. Don't worry; every other GM does, too. That's why players of Spellthieves always get punished, and have to fight ogres, and goblins, and non spell-casting constructs. No love for the spellthief, man, no love.
frankthedm said:
Aliip: 1d4 perm wisdom drain at CR 3? Yet if you mentally contact these insane undead you only suffer wisdom damage? I switched their touch to do wisdom damage and mind linking to cause the wisdom drain.
Not really. After all, those points can be regained with Restoration - a 4th level spell. Sure, an Allip is gonna hurt your wisdom for a while, and your pay cheque when you have to go to the Temple, but they exist purely to cause terror in adventurers.
That being said, we misread the rules on drain, and assumed it was just temporary damage. And the encounter still scared the crap out of our PCs (the warforged had 1 wisdom left by the end of it!).
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Regarding the OP: In the STAP, there were more than a few big grappler creatures that I took out, and subbed-in some odd wotc critters instead (including one of my favourites, the
spark lasher!)
Also in STAP, I made a few of the puzzles (particularly the first puzzle, in Lavinia's vault) a bit easier, if only because my players aren't entirely familiar with the critters of the monster manual.
In a few 2e Dark Sun adventures, particularly ones that would say "the PCs start as slaves", I had to make a few changes. Many times, I made major changes to how NPCs worked out, and how the game played. But that wasn't necessarily to only favour PCs.
The one I always loved was in the Wheel of Time d20 RPG's adventure, it more or less says "A PC should invent an item that means a lot to them - maybe it's a keepsake cloak, or a masterwork weapon... in the first adventure, in the first scene, have the BBEG steal that item, to encourage the PCs to chase after it!"
Which is, of course, silly.
Yeah, it can kind of suck when you have to make these changes to the adventure, but really, I think it's to be expected. No adventure can be made perfectly, and I think a lot of designers realize that adventures are often being purchased by relatively new or inexperienced GMs, who might not have the repertoire of tricks that other GMs posess to get PCs into the game. While some of them are definately heavy-handed, you can't argue with results. While PCs might lose some great stuff in the slavers adventure, you can bet they hate the slavers for it.