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Bruce Telford's page

Goblin Squad Member. 4 posts (31 including aliases). No reviews. No lists. No wishlists. 1 alias.


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heh - so that's where the Chaos Theory originated! Ah well - enjoyable reading, and good luck (and many trap survivals) to all!!


Between sitting on thrones and stepping on metal plates, it's a wonder any of the original characters are still amongst the living! Methinks that they need a better stratagy for disarming traps (assuming that they have an actual stratagy for this to begin with, of course...).


Would required a character/creature hit by a slow or haste spell to reroll their initiative (with appropriate modifiers) be resonable? Of course there is always the chance that someone hit with a slow spell would wind up with a better initiative than they had before (rolled a 5 for the original combat, gets hit with a slow spell and rolls an 18 - 2 for a modified 16...). Or perhaps you could just take the original roll and modifiy it for the remaining rounds of combat (+2 for haste and -2 for slow seems reasonable to me).


So you're saying that the party had a hard time taking out the two NPCs, and that the CR should be higher than is currently the case in the Beta version?

From what I've seen with my players you may be right, but I would like to know what type of problems your players had, and how you would adjust the CRs for NPCs. Could you elaborate a bit for us?