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A corner case I'm sure, but a bit of a conundrum to mull over.
I am running the Year of the Shadow Lodge multiplayer at the moment, and during the adventure there was a collaborative encounter that allowed the higher tiers to directly help out the lower tiers by casting effects that could aid them (in this case, to assist them magically bypass a mundane obstacle).
Later during the adventure, I noticed on a couple of tables there were some lasting effects lingering on the lower tier players that would be a very easy fix for some of the higher level tables.
So my ultimate question is this:
As the groups are explicitly in the same area, progressing concurrently through the same area, facing the same foes, and at some points are explicitly being called out as being able to cross table spellcast with direct mechanical effect - are the higher tables able to clear conditions from the lower tables at the end of the scenario?
It seems a bit rough that amidst all the collective cheering from 90 people across a range of tiers who just fought alongside each other to defeat the BBEG that the wounded and maimed would simply be abandoned bleeding and dying (or suffering a lingering effect) and left to their own devices whilst the big guys all went to the pub.
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The problem with that theory is that it would have to work both directions... If you want the high-level tables to be able to heal the lower ones, then the lover-level tables also have to be affected by, say, the 10-11 table's fireball barrage.
The "every playing character is in the same place" is great as a backdrop and a story mechanism, but for game balance purposes, each table is completely independent. Some newer specials smooth over this break in verisimilitude with the concept of Aid Tokens, where a table can gain a tier-appropriate benefit flavored as a fellow Pathfinder passing by and giving aid.
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While newer scenarios do it with Aid tokens and such, Year of the Shadow Lodge is special in that it allows the assistance more directly. You shouldn't go overboard of course, but having a high level table run around the room assisting makes them feel awesome. Probably wide area effects, like channel, should only hit one other table. And perhaps only out of combat.
Definitely something for the GMs and Overseer to work out in advance though.
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Keep in mind that Year of the Shadow Lodge was the first ever multi-table Special, so it's a bit experimental.
I've seen during Specials (5-8 tables) the occasional group-hug channel where every table had a cleric join in to channel to all tables during between-combat moments. The crowd loved it.
Also, the occasional bardic battle speech. Takes guts for a player to do, but glory if you do it well.
Also in combats that were explicitly in the same area, sometimes a lone 7-8 player has been allowed to wade in and rescue the 1-2 table when everyone was paralyzed and bad guys were about to start doing CdGs.
But on the whole, cross-table interference has been kept low. And everyone agreed that that was the sensible thing to do. No spillover fireballs or confusions, and no spillover haste, prayer or black tentacles.
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Keep in mind that Year of the Shadow Lodge was the first ever multi-table Special, so it's a bit experimental.
Actually it was the third. Betrayal in Absalom was at the launch of season 1, and another who's name eludes me was at the start of season zero. We called them interactives back then. Not that it really matters in regards to this conversation. Just sayin'
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All interesting stuff. Thanks all for the food-for-thought :)
Where it very much stood out was the bit where they could expressly cast on the lower level tables. I thought that was bit funky, and not the way it worked in later Specials.
The directness of the interaction was probably my main trigger on that one :)
Anyhow, I was more sad on behalf of a few players who need a Resto and having to pay for a cleric to come do it when the Uber Clerics on the raid have all gone to the pub :) Despite my hardball personality I can be a bit of a teddy bear in that way.
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Lau Bannenberg wrote:Keep in mind that Year of the Shadow Lodge was the first ever multi-table Special, so it's a bit experimental.Actually it was the third. Betrayal in Absalom was at the launch of season 1, and another who's name eludes me was at the start of season zero. We called them interactives back then. Not that it really matters in regards to this conversation. Just sayin'
Interesting, I didn't know that.
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Anyhow, I was more sad on behalf of a few players who need a Resto and having to pay for a cleric to come do it when the Uber Clerics on the raid have all gone to the pub :) Despite my hardball personality I can be a bit of a teddy bear in that way.
If they have just suffered damage then it will heal on its own. If its drain or negative levels then they are only saving chump change on the 280gp spell casting cost, the main cost for restoration is the 1000gp material component which they would still need to pay for.
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If its drain or negative levels then they are only saving chump change on the 280gp spell casting cost, the main cost for restoration is the 1000gp material component which they would still need to pay for.
Yeah as 24 hours have not yet progressed it is only temporary levels, but (failing saves) it would become permanent. So at the end of an adventure it could be the difference between 100gp done now, and 1280 if done later - per level lost.
Moral - have a Cleric mate with you all the time :)