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WOTBS#2 Planning the FINAL BATTLE
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<blockquote data-quote="kumagroo" data-source="post: 5104421" data-attributes="member: 83866"><p>I did bring in Kazyk and had him beating on Seela. Here's the problem: if your players are remotely experienced, they will slay Indomitability in under 3 rounds. My players, using dailies and action points, did it in 1 and a half (he got 1 turn), even though I allowed Indomitabilty to use his super-move in the water. Admittedly, they are an optimized party and a striker got a critical in the first attack, but Indomitability's powers were weak sauce and he was bloodied after two hits.</p><p> </p><p>With Indomitability pinned, everyone positioned themselves around him. Solo-skirmishers are generally not as good as solo-brutes or controllers, and a solo-skirmisher with no mobility, followed by water travel...well, you get the picture...The fight against Vuhl earlier was MUCH better and way more climactic. I'd honestly bring him into it if he isn't dead, and then I'd add some sort of teleportation power for the trillith that acts as an immediate interupt when getting hit that transports Indomitabilty to somewhere else. Hindsight is beautiful and I see now that I could've easily made it a better fight by amping up the fiery stag with some nice teleporting. (I mean he is elemental-like and the party have seen his likeness appear to talk to them so he knows the forest.)</p><p> </p><p>If your PC's have no sense of strategy, maybe it won't be a problem. Or maybe if you're playing 3.5, it will be moot. I love WotBS but the one flaw so far has been that the solos have been getting hosed quite easily (Flaganus Mortus died in two rounds, Indomitability in 1...)</p></blockquote><p></p>
[QUOTE="kumagroo, post: 5104421, member: 83866"] I did bring in Kazyk and had him beating on Seela. Here's the problem: if your players are remotely experienced, they will slay Indomitability in under 3 rounds. My players, using dailies and action points, did it in 1 and a half (he got 1 turn), even though I allowed Indomitabilty to use his super-move in the water. Admittedly, they are an optimized party and a striker got a critical in the first attack, but Indomitability's powers were weak sauce and he was bloodied after two hits. With Indomitability pinned, everyone positioned themselves around him. Solo-skirmishers are generally not as good as solo-brutes or controllers, and a solo-skirmisher with no mobility, followed by water travel...well, you get the picture...The fight against Vuhl earlier was MUCH better and way more climactic. I'd honestly bring him into it if he isn't dead, and then I'd add some sort of teleportation power for the trillith that acts as an immediate interupt when getting hit that transports Indomitabilty to somewhere else. Hindsight is beautiful and I see now that I could've easily made it a better fight by amping up the fiery stag with some nice teleporting. (I mean he is elemental-like and the party have seen his likeness appear to talk to them so he knows the forest.) If your PC's have no sense of strategy, maybe it won't be a problem. Or maybe if you're playing 3.5, it will be moot. I love WotBS but the one flaw so far has been that the solos have been getting hosed quite easily (Flaganus Mortus died in two rounds, Indomitability in 1...) [/QUOTE]
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