AuraTwilight
The Sorcerer of Smiles
- Location
- The Silver City
Yea, that's true. So Beholders can't just ultra-gank everyone in the world.
And it makes Beholder on Beholder Combat, which is quite common, a hilariously primitive affair as both try to bite each other to dead.Sorry for thr triple post, but I have a question.
On review of the beholder part in the Monster Manual, it says that the Beholder can project an anti magic field that works against it's own eye rays.
If I'm not mistaken, does that mean that as long as you're in the cone, you can't be targeted by the eye rays?
Because if so Holy F*** I got it wrong the entire time
Which is where the idea of Mouthpicks came from.And it makes Beholder on Beholder Combat, which is quite common, a hilariously primitive affair as both try to bite each other to dead.
While WHFRP 2E is pretty lethal, especially in comparison to its terrible 40k hackjobs, the chance to hit on average is roughly 1/3rd even for an ordinary peasant and barring house rules, zero doesn't knock you out. Further, unless there's a pretty major rule I missed, you don't double damage for headshots. Also, did you only have toughness in the 20s? Unless I'm mistaken , Helm and coif should be two Dr and the average toughness bonus is 3...Warhammer Fantasy RP: 2nd ed.
Aka. Roll up peasants and warriors with a roughly 1/4 chance to hit anything and try to fuck up daemon princes.
We actually have to do that in this setting.
Bloody hell I forgot how utterly lethal the system is to characters. If I hadn't found that goddamn helmet I would have been dead.
I have 11 wounds with a coif and a helmet, granting me effective 4DR , one relatively standard enemy did 14 damage to my head, so I was standing at 1 wound.
Zero is out, negatives means racking up long-term, potentially crippling injuries. Or death. If I had not been wearing any form of head protection the damage would have been doubled, which would have insta-splattered me.
Update: Duskblade and players handbook II has been banned outright from the game. Meanwhile, my DM thought a druid was a good idea (and I admit, I did kinda like the dinosaur-themed kobold druid idea) and after he shot down unarmed swordsage, I will be playing a monk; but he thinks certain elements of the monk might be overpowered.My current IRL group are, save for the guy playing a gnome illusionist, all really bad at the game.
The rouge took five sessions to work out that flanking was a thing. And he's been playing for nearly a decade.
As a result, my solidly T3 character has created a huge outcry over his power level. Thus the DM cut swift actions from the game entirely, after greatly reducing AoOs.
It's the DM's choice when balancing the game, but the way to deal with my character is right in front of him. It's annoying too, because when it comes to everything but combat he's a great DM.
It's sad that a DM thinks that "challenge" and "counter" are the same thing.It's not like it's an unfun game, most of the time (sitting waiting to be rescued for hours wasn't the greatest), but it's clear he doesn't understand the rules at all and it just infuriates me that he can't see a way to counter a duskblade without killing the party despite throwing said counter at us a boatload of times.
Is this person purposefully using all the "dumbass rookie" clichés?
What level are they?Any advice on when, if at all, to allow PCs to go on a quest for an artifact?
I've been keeping my groups stuff value rather low, due to them getting lucky enough to walk through a lot of encounters even without much magic stuff, but I feel it'd be nice (after this part of the campaign, due to it taking place in the Outer Planes) to let them go on a quest for some nicer magical items, and maybe an artifact/minor artifact.
Any advice on when, if at all, to allow PCs to go on a quest for an artifact?
Level 10.What level are they?
Personally I like to think that artifacts are used. Sure you can go ahead to get them, but either they are stuck in a vault (an abandoned one to make it easier) or they are currently being used by some badass.
Go ahead and try to find the former and kill the latter. Just don't expect to suceed easily
I figured there were enough non-combat, yet nifty, artifacts that I could find one that didn't throw off any semblance of game balance.Are they going to be allowed to keep it?
If so, not until you're happy letting them have Legendary equipment.
I figured there were enough non-combat, yet nifty, artifacts that I could find one that didn't throw off any semblance of game balance.
I suggest something like the Defender if you have a difficult quest to obtain something. Better yet with the "You must kill someone to get it" questline you can use the boss battle as a simple tutorial on how to use that artifact from the get go.Level 10.
Yeah, I understand, the artifact is going to be something they might get, depending on choices, but the magic items are something they will get.
Playing 3.5/Pathfinder `On top of that you're at the lvl 11 milestone (presuming you guys are playing 5e). This means a spike in your PCs ability, making both the defender less vital, an awesome supplement to the Quest since the fighter will be followed by the more powerful (Insert every other class) and general fun times to be had
In that case I have no good advice.Playing 3.5/Pathfinder `
But yeah, they are soon getting a bump in power from higher spell levels from the two dedicated casters and the Paladin.
Any advice on when, if at all, to allow PCs to go on a quest for an artifact?
I've been keeping my groups stuff value rather low, due to them getting lucky enough to walk through a lot of encounters even without much magic stuff, but I feel it'd be nice (after this part of the campaign, due to it taking place in the Outer Planes) to let them go on a quest for some nicer magical items, and maybe an artifact/minor artifact.
They can go look for an Artifact at any level and at any time.Level 10.
Yeah, I understand, the artifact is going to be something they might get, depending on choices, but the magic items are something they will get.
At any rate for 5e users, has anyone have a good idea on the Narcolepsy problem where by everyone wants to have a long rest constantly.
Personally I make it so that there are obvious points and limitations that makes the party ration the long rests they could have.
For example if you're infiltrating a Mercenary camp to kill the Head Honcho, if you raise the alarm say Head will run away. And by setting multiple areas to rest with the Leonund V Forgot the spelling) hut and by putting a lot of distance (comparatively) between these areas I can make it so that not only does the party appreciate when they find these rest spots, they aren't tempted to go back after stealthing through the camp.
Furthermore there's a short cut that the party could take but would bring everyone down on their heads and the Head Honcho running if they tried to use it. That way i can justify them being still able to fight the Head Honcho if they fail the Stealth by simply going in a straight line to the guy.
On one hand constant tension as they pray to the gods they didn't fail their Stealth rolls. On the other constant exilaration as they have an entire merc camp trying to kill them as they go deeper in to kill the Head honcho.