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When You Keep Killing Characters?
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<blockquote data-quote="Retreater" data-source="post: 3569827" data-attributes="member: 42040"><p>No, there's some misunderstanding. </p><p></p><p>The party was mostly 5th level, with a couple 4th level characters. The party's average level was not 3rd. THis is well within the module's suggested character level guidelines, and probably a bit higher because we started the session with 7 characters (nearly twice the number of characters it suggests).</p><p></p><p>The first character death of the session happened before the final fight, the one with the 4th level half dragon cleric, 6th level sorcerer, and 5 1st level rogues. So that combat killed two characters, not three. </p><p></p><p>The player lost his sorcerer, not because he had nothing else to cast, but because he moved to melee range to cast a ranged touch spell against a big bad monster. Even if he didn't have a spell to cast, he could have used Magic Missile from his wand. </p><p></p><p>Here's the way Recharge Magic works for us. The cleric and sorcerer buff up the party with Bull's Strength and Enlarge Person. So you have a half-orc barbarian the size of an ogre running around doing massive damage with an enlarged greataxe and a large fighter with massive reach from an elongated spiked chain. Every combat is entered at maximum strength of hit points. Going at every combat at full strength is quite an advantage to this group over other groups. </p><p></p><p>The problem about running out of magic hurts both ways. NPC spellcasters run out, but they're less likely to have a backup contingency than the party casters are. </p><p></p><p>But whether or not an EL 9 was too difficult for this party, the players who lost their characters had made some poor decisions that led to their deaths. Walking into a group of rogues (which the player and his character already knew from previous encounters) to get flanked 4 ways, having your 5th level sorcerer walk into melee with a tough boss character who just did 1d8+14 points of damage to the barbarian, that's just poor planning.</p></blockquote><p></p>
[QUOTE="Retreater, post: 3569827, member: 42040"] No, there's some misunderstanding. The party was mostly 5th level, with a couple 4th level characters. The party's average level was not 3rd. THis is well within the module's suggested character level guidelines, and probably a bit higher because we started the session with 7 characters (nearly twice the number of characters it suggests). The first character death of the session happened before the final fight, the one with the 4th level half dragon cleric, 6th level sorcerer, and 5 1st level rogues. So that combat killed two characters, not three. The player lost his sorcerer, not because he had nothing else to cast, but because he moved to melee range to cast a ranged touch spell against a big bad monster. Even if he didn't have a spell to cast, he could have used Magic Missile from his wand. Here's the way Recharge Magic works for us. The cleric and sorcerer buff up the party with Bull's Strength and Enlarge Person. So you have a half-orc barbarian the size of an ogre running around doing massive damage with an enlarged greataxe and a large fighter with massive reach from an elongated spiked chain. Every combat is entered at maximum strength of hit points. Going at every combat at full strength is quite an advantage to this group over other groups. The problem about running out of magic hurts both ways. NPC spellcasters run out, but they're less likely to have a backup contingency than the party casters are. But whether or not an EL 9 was too difficult for this party, the players who lost their characters had made some poor decisions that led to their deaths. Walking into a group of rogues (which the player and his character already knew from previous encounters) to get flanked 4 ways, having your 5th level sorcerer walk into melee with a tough boss character who just did 1d8+14 points of damage to the barbarian, that's just poor planning. [/QUOTE]
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