Male Dwarf Cleric of Moradin / 3
Patrick, you might not be interested in my opinion, but here goes anyway. The Gnoll and Omar are a tough encounter for this group anyway, especially with the tactics they had set up well (They are intelligent creatures, nothing wrong with that) but we had used up so many resources (All spells, many turns, and taken so much ability and hit point damage, by things like falling armoirs, falling arms, and falling pc's that by the time the main encounter occurred there was nothing left. Sure all the side items weren't deadly by themselves, but combined they spelled a recipe for disaster and TPK. I know that things like the fear save(I know I can't let that one go) don't seem to have a major effect on things but they do. One mistake I made when first writing my own adventures was thinking up a great scenario (Which you do by the way), and knowing how if I was the PC's I would get around those things and not thinking about other ways to accomplish the objective. The PC's rarely do things the way you imagine, and if there is no multiple solution or wiggle room, then they feel like they're failing when they are really just doing what they do. Belthic was really disappointed when the thing that he had been trained from youth to do, fight undead, was derailed by a fear save. He took the extra turning feat! this is what he is trained for, and he's fourth level he has certainly seen undead before, but he is still penalized by fear. I understand that there are feats and skills available to offset these things, but not enough to do that and still build the character you envision. While not a d20 fan, I do believe it is balanced, and messing with the mechanics usually only leads to trouble. I did notice that no fear saves were required when meeting Dresden or the gnolls so maybe that was being lessened somwhat anyway. I understand that PC's must be adaptable and not always use the same techniques for overcoming challenges, but to be honest we were hit over the head with this encounter, and never had a chance to change anything up or adjust our tactics. We were too busy trying to stay alive. Even in the Inn, instead of having a few moments to regroup and plan we were on to the next encounter. Again, this is not a criticism just an observation. Let the hero's be a little more heroic, and not so overwhelmed by what they encounter and I promise things will move more smoothly.
Male Dwarf Cleric of Moradin / 3
I also don't like the optional Knock down rule. It seems that most of the optional rules give more power to the monsters, and we're not powerhouse creatures as it is. I couldn't put points into INT for more skill ranks...ie balance, because I don't have the points available. This is a cross-class skill for fighters so I could get 1.5 per level and there go all my skill points. I think I might drop out of this game unfortunately. I'm sure that the difficulty level works great in a tabletop game, but I've found with a PbP we need to simplify the game not make it more complicated. I love your campaign world, and the detail you've put into it, and would love to play face to face, but Belthic seems totally inept as a character, and I don't think he would last too long in this world anyway. Lawful Good, and Heavy armor seem to spell a recepie for disaster, and I don't see any way around some of the things I have to overcome, short of shedding my armor and running around without it. That is a death sentence with my low DEX. So I'm going to bow out before I get in the way of the story. I'll keep watching however and good luck guys. Belthic goes down swinging under a press of evil Zombies, defending the townsfolk in a futile attempt to keep true to his heart. Moradin embraces him as he falls.
Male Dwarf Cleric of Moradin / 3
1d20 → [5] = (5) Initiative (Sorry can't get the IC links to work for some reason. Won't copy and paste from the links. Attacks
Belthic then hearing the sounds of combat tries to fight his way towards his new allies.
Male Dwarf Cleric of Moradin / 3
Reflex Saves (1d20 1=3, 1d20 1=16, 1d20 1=6) Jump (1d20-11=6, 1d20-11=-6, 1d20-11=-6) Climb (1d20-5=7, 1d20-5=11, 1d20-5=-1) Belthic struggles to keep up with the bigger people ahead. "hmm last time I'll show up to enlist for an army with armor". If he can't keep up he will just pick out a group of particularly blood thirsty zombies, and wade in. "For Moradin"! he yells and throws himself into the combat. "Go"! "I'll hold them off long as I can".
Male Dwarf Cleric of Moradin / 3
With a might swing of his reclaimed Warhammer, Belthic attempts to smash the beast beyond recognition.
Male Dwarf Cleric of Moradin / 3
Fortitude Save: 2 vs Poison, Spells or Spell like effects. (1d20 2=19) "Names Belthic by the way". "Pleased to ahhhh...". OOC: I'll have sporadic Internet access for the next four days so please feel free to play Belthic as needed.
Male Dwarf Cleric of Moradin / 3
Strength check (1d20+1=8) I'm amazed the zombie wasn't as surprised as I was ;O. Belthic when he sees he is weaker than watered milk, attempts to turn the beast to give him time to close the door. Turn Undead (1d20+1=16)
And any friends close by.
Male Dwarf Cleric of Moradin / 3
Whoops! I meant protection from evil not detect evil. Shouldn't post so late at night / early morning. But since it's been three minutes that's a moot point anyway. I'm determined to have some skill, Spell, attack or feat actually work in this game however, so I'll keep trying :0. PS: Invisible castle hates Belthic.
Male Dwarf Cleric of Moradin / 3
Hi. Another rules discussion. According to the PHB (pp 159) when you turn undead they flee from me at their best and fastest way for 10 rounds. If they can't flee then they cower. A lawful good cleric would never turn undead, if they will just avoid them and attack other nearby innocents. If turning works differently in your game, I'd like to get rid of that Extra turning feat for something more useful...This time not arguing just asking for clarification. Secondly a reminder that Detect Evil should still be functioning. This increases my AC to 23, +2 to saves, and evil undead cannot make natural weapon attacks against me unless they overcome this spell with SR.
Male Dwarf Cleric of Moradin / 3
Initiative (1d20=1)
Belthic knew these were undead, so he presents his holy symbol...By the power of Moradin...Begone! 1d20 1=20 Turning check
Male Dwarf Cleric of Moradin / 3
The d20 system is not designed to use fear in the way you are intending. Other systems that use fear have less debilitating effects. In CofC for instance you have sanity points, and you don't suffer the effects till your sanity is compromised. In Warhammer FRPG if you have fear you miss a turn etc. but these systems were designed from the ground up to have fear as part of the balance of the rules. I've found in the past if you're going to do something to make the characters less effective, you also have to do something to make them more effective. While I agree in principal with what you're saying we'll just agree to disagree about the mechanic. I've found that sometimes the smarter hero's are the ones who are scared because they know that what they're facing is "not normal" or "dangerous", while the big dumb redneck goes charging in hell-bent-for-leather because he's too stupid to be scared. And, the image of the Catholic priest using his faith, not his intelligence to confront demons is a large part of fiction and movies.I'll certainly give things a shot, but I can see a party of adventurers standing around peeing in their pants, instead of adventuring ;). On another subject, what was the concentration check for when the combat began...So I'll know how to avoid it in the future. Also Since protection from evil is up the fortitude save was actually a 13. Probably still not enough, but... Also AC is 23 at the moment.
Male Dwarf Cleric of Moradin / 3
As Belthic gasps in surprise, he inhales some of the awful gas. He feels weakened and unsteady on his feet. He then steadies himself, and screams like a little girl. OOC: Not sure I like the fear rules. Isn't that what Will saves are for? We're supposed to be adventurers not normal citizens. Also the amount of ability points we had to create the characters really doesn't allow anyone but Mages, and some Rogues to have any points to spend on Intelligence. Does this mean only wizards and thieves aren't scared. Maybe have the ability to base the fear save on some other attribute, even as a feat since people overcome fear in different ways; Will, Knowledge, force of personality and confidence. Just food for thought I can live with it the way it is.
Male Dwarf Cleric of Moradin / 3
Belthic, not knowing what these things are decides to see if the power of Moradin can force them to withdraw. He moves to a non threatened position and presents his holy symbol. "Back servants of Evil" he commands. Turn Attempt (1d20 1=18)
Male Dwarf Cleric of Moradin / 3
(OOC what is the concentration Check for, as I moved before the skeletons they shouldn't have been within Attack of Opportunity range yet. If they were I would have moved away before casting the spell.) Belthic looks at the strange creatures trying to figure out what they are
Male Dwarf Cleric of Moradin / 3
Belthic's eyebrows raise in surprise as the situation becomes serious. "What"s this?" he exclaims, his voice rising. Initiative (1d20=20)
Belthic casts Protection from Evil, and readies his Warhammer.
Male Dwarf Cleric of Moradin / 3
Belthic is quietly amused at the pompous posturing, and one upmanship of the largely human population rushing to sigh up. He guessed that if his life was so short, he might be more impatient as well. Oh well, there will still be a place for a Priest of Moradin to sign up. There always was. Belthic tries to have a calming effect over any commotion in his immediate area, and patiently waits his turn to sign up for the Boys in Blue. Knowledge Religion
Male Dwarf Cleric of Moradin / 3
Belthic listens with rapt and growing enthusiasm as the Blue Boy proclaims his announcement. This is just what he has been looking for. Someone must stand up to fight this evil that has fallen across the land. The Dwarven people have always been at the forefront of the battle against evil, and though their numbers are not what they once were, they will stand as strong as ever. He would make Moradin proud. Jostling his way to the front, he tries to be among the first to volunteer. |