Frank Trollman wrote:
Good point! But we do have the vampire entry stating a stake in the heart immobilizes them. So, there is room for the story-book endings in creature descriptions, certain odd-ball vunerabilities that do not fit the mechanics. Add reality, physics or logic to D&D and there is no game left. So I see your point, but I still think there should be a general "undead are immune to crits" but allow the occasional wierd exception. Its not clean, but neither is the mythology behind it.
Try that on your DM and let us know how it works out for you! I think you'll find some errors when you reread the spell.
Some of the DCs for magic items are worthless. They need to based more on the wearer/users class level or something rather then a fixed number.
Another example would be any major artifact with a set DC. The Orb of the Copper dragon can cast suggestion, DC 17 negates. This is an artifact? 3.0/3.5 neutered these things.
Stephen Klauk wrote:
I think that problem is in the Fly spell itself, not a need for a Fly skill. I think maybe Fly (and related spells) should be revised so that it grants Poor maneuverability flight at 5th-10th level, Average maneuverability at 11th-15th level and Good maneuverability at 16th-20th level. [/i]Potions of Fly[/i] then would be horrible for combat use and if you want a good item that gives you usable combat flight, it's going to cost quite a bit.
I agree the problem is the spell. This skill does aleviate some of it. I'd rather change the spell AND have the skill.
This spell should be 5th level. Not available in a potion or a wand. The reasoning is parties pitch in and buy a wand of this early on in a campaign and terrain is meaningless. Make terrain mean something again. I just assume see this spell removed completely.
M. Fatman wrote:
Just wait till next adventure... You'll have all the kobolds you could want. Theres the kobold demi-lich, the kobold blackguards, the kobold archmages (of course, they are flying red dragons so that may get a bit hairy)...But the half-fiend kobold barbarians shouldnt be too tough...
If you have a warlock to help blast, I'd go wizard for the breadth of spells available. You'll need far more than blasting to get through AOW. Make sure your DM will let you find/buy a good assortment of scrolls to learn from and you'll be fine.
I use a "Hero Point" system. You get 1/level and anytime you do something particularly heroic. Hero points can be used to re-roll your own dice (before the consequences are known), force the DM (me) to re-roll, or cash one in for 100 times your current level in experience points. You can also use one to automatically stabilize or take max hit points for that level.
We begin the game with 80 ability points. Put them wherever. Characters are on the strong side, but I like to boost monsters time to time, so its a wash.
Big Jake wrote:
The group's druid wildshaped and used scent to figure out the doubles. It worked well.
Back to this...It actually dosent work to tell dopplegangers apart but for a different reason than what a doppleganger smells like.
Scent is an extraordinary ability. Wild shape is based on the Alternate form ability, which does not grant extraordinary abilities.
Same for any polymorph spell (all based on alter self) extraordinary qualities are not gained.
If I had a player try this, I'd let it slide since it is a pretty good idea otherwise!
Good calls, Bocklin.
It boils down to looking at what your players can handle. Here is an idea that may help, depending on your groups style: I like to get everyone to hand me a wish-list of stuff they want and swap treasure out of the adventure for stuff on their lists. It frees up some cash for them to afford to be buffed before each room since they don’t loose 1/2 the value on selling items they don’t need.
3 or 4 deaths so far (were now into Library of Last Resort)
Name: Wedge (male dwarf fighter)
Name: Wedge (poor guy)
Name: Ricco (male human cleric)
Name: Amberlee (Female human ranger/rogue – now a dwarf, see below)
I had the ticket price basically exclude the poorest people. Instead there were parades and such all over town. The games were the headliner of a week-long festival. Since this is a big event (and Free City became Waterdeep) I had pleanty of spectators with character levels (including mid to high level clerics) in attendance. The negative energy wave sent the spectators into action. So even though the party failed to stop the sacrafice, it was contained quickly and didnt kill the whole town.
James Jacobs wrote:
I swapped for Combat Reflexes and gave him gloves of Dex +4 and took away all his potions.
My only concern is a titan being involved in a 16th level adventure. That's just a bit difficult. I knew the age of worms was supposed to be tough, but that's pushing it.
You should be careful with the octopus tree (CR16, too). The rouge in the party tried to set up a flank for the fighter's arrival and left himself open to a full attack. Over 200 points of damage in 1 round! Down went the rogue.
I'm betting the players won't jump right in again any time soon!
I'm running in FR, too, and made the Free City Waterdeep. My players didnt find the big worm in time and it killed hundreds of spectators. But I put some powerful clerics, and other adventurers, in the audience and they were able to contain the damage. After all, this is supposed to be THE event to attend.