PCs out of Balance - Need some Help

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Archived from groups: rec.games.frp.dnd (More info?)

"Rupert Boleyn" <rboleyn@paradise.net.nz> wrote in message
news:mrsn41pf3thu6dk260n4cikloei3jafl5o@4ax.com...
> Depends. If he has only a few spells, he'll have less value in his
> spellbook than is expected - no automatic spells in AD&D2 once you
> enter play. Once upon a time I had the dubious privaledge of playing a

In our campaign, wizards have "masters" that provide spells to them at level
up. Only like 1 or 2, but it's the way most spells are obtained by wizards.
He's found a few scrolls but most of his spellbook is provided by his
master.

--
Jeff Goslin - MCSD - www.goslin.info
It's not a god complex when you're always right
 
Archived from groups: rec.games.frp.dnd (More info?)

Mouse <mail141023@pop.net.invalid> wrote:
> On Wed, 30 Mar 2005 22:22:34 -0600, David Serhienko
><david.serhienko@ndsu.nodak.edu> raised a finger to the sky and
> proclaimed:
>
>>Bradd W. Szonye wrote:
>>> David Serhienko wrote:
>>>
>>>>The next bit in the [rust monster] description is a bit strange:
>>>>"Magic armor and weapons, and other magic items made of metal, must
>>>>succeed on a DC 17 Reflex save or be dissolved. The save DC is
>>>>Constitution-based and includes a +4 racial bonus."
>>>
>>> No, that's just explaining how they calculated the DC: 1/2 of the
>>> monster's HD + Con bonus + 4 racial bonus.
>>
>>That makes sense. Thanks.
>>
>>DWS
>
> Confused me when I first saw it, too, because my first response was
> "so what?"

Heh, me too.
--
Bradd W. Szonye
http://www.szonye.com/bradd
 
Archived from groups: rec.games.frp.dnd (More info?)

Alex Johnson wrote:
> The barbarian will outshine the fighter. My experience so far has been
> the barbarians always flatten the fighters when it comes to melee impact
> against monsters. Fighters need to get all the useful feats they can.
> If they don't have a plan, it will show. Weapon focus and weapon
> specialization are a must. At your fighter's level I think he can start
> thinking about greater focus and then greater specialization. Having
> more AB and damage is good. Then go for wider crit ranges. All those
> damage bonuses will double/triple/quadruple.

That's what I've been telling him =)

> What equipment does the fighter have? The barb at least has an 8,300gp
> weapon. Since typical 5th level characters have 9,000gp of gear, the
> barb shouldn't have anything else. How does the fighter's gear compare.
> Maybe there is an imbalance in equipment.

I just got a gander at his equipment list again tonight. He's toting
standard full plate, and a Master Work Longsword. Those are the major
bits. He's got around 3500 gp in coin stashed, though, since he's been
taking larger cash payouts during loot division.

An opportunity to spend that on something useful might be a good plan.
DWS
 
Archived from groups: rec.games.frp.dnd (More info?)

Alex Johnson wrote:
> David Serhienko wrote:
>
>>> the party finds itself fighting a horde of automatons built by a mad
>>> wizard. but the automatons are rejects, each has a tag around its neck
>>> describing its particular flaw. if a PC can read the tag in combat
>>> (spot DC 15), he knows just where to strike it and deals +2d6 damage
>>> against that automaton.
>>
>>
>>
>> Advantage: Spot Class Skill (Ranger).
>
>
> Unless the Barbarian spent 2 skill points for Literacy, the advantage is
> to anyone in the party EXCEPT the barbarian. ;-)

He did. Of course, in this scenario, though, I know for a fact that the
ranger will call out the weaknesses as he reads them, cuz he's a total
team player.

Your idea would work well if you didn't have a party-pooping cooperating
party member =)

DWS
 
Archived from groups: rec.games.frp.dnd (More info?)

Alex Johnson wrote:
> One more thing I wanted to mention, but forgot in my reply (buried
> somewhere in the thread) is that the barbarian will gain hp when raging.
> He's 5th level. That's +10hp from raised Con. When his rage ends, his
> Con drops and he loses 10hp from where-ever he is. If you can manage to
> get him to or close to 0hp, he should start thinking about the risk of
> raging. If you knock him out, his rage will end (at least we play that
> a barbarian can't keep himself worked up in a rage if he can't keep
> himself conscious), and he'll instantly die. From -1hp to -11hp...dead.

Whoa. Right now, he's gaining 8 HP per Rage. Gotta remind him that
*is*not*healing*.

Knock him down to -2 and he's dead. Next level, 0 hp + end of rage ==
dead. Whoa. I'll have to see if I can, in the course of a combat,
arrange to get him into the low single digits while raging, so he falls
unconscious when the Rage ends.

> I'm not saying you have to kill him, but maybe you can start getting him
> close to 0 and point out the risks. As he gains levels higher than 5th,
> he can drop from "fine, i'm over 0 hp" to "dead" with no warning at the
> end of the rage. That's why my barbarian reigned in his fury and only
> rages in emergencies where the party is in imminent danger of
> obliteration if he falls.

Yeah, I don't want to kill him, nor Nerf his abilities in anyway. But
teaching him a lesson in teh School of Hard Knocks, esp when I ensure
the follow-up results aren't fatal, will reign in the use of Rage
somewhat, I'd expect.

And if he DOESN'T learn the dangers, when I'm secretly setting up a
'Learning Experience', well, Life's Tough in the Big City.

> Another thought. The fighter has good AC from armor. The barbarian has
> not-as-good AC. When he rages it gets even worse. Powerful monsters
> will probably be more aware of this fact and you can power attack more.
> That means the monster that can hit the fighter once in a while doing X
> damage can power attack against the barbarian to do X+5 or X+10 PER
> HIT. That will add up quickly and even the extra barbarian hit points
> won't matter.

Excellent point. I freely admit to not making much use of Power Attack.
That'll probably be because when I've played 3e Fighters, the
opponents we faced usually were so tough it took every bonus to hit I
could beg, borrow or steal to smack em. I only took Power Attack as a
pre-req to other feats I wanted, since I never got to use it.

The Barb's AC is, I think, 18. Any self-respecting monster can hit that
with a 50-50 chance at CR4/5. I can definately sacrifice 3 to 5 hit
bonuses into damage, especially since they'll prolly have multiple attacks.

DWS
 
Archived from groups: rec.games.frp.dnd (More info?)

Jeff Goslin wrote:
> "Donald Tsang" <tsang@soda.csua.berkeley.edu> wrote in message
> news:d2g8em$1qtb$1@agate.berkeley.edu...
>
>>Jeff Goslin <autockr@comcast.net> wrote:
>>
>>>"David Serhienko" <david.serhienko@ndsu.nodak.edu> wrote:
>>>
>>>>GOOD IDEA. The Orc Barbarian is currently unsupervised, hanging out in
>>>>the Player's rented townhouse. I bet he gets himself into some trouble
>>>>in town and gets arrested. He is, after all, not, in any sense of the
>>>>word, civilized... he's been out of the forests for all of a week.
>>>
>>>*raises hand* How, exactly, would he get arrested? He can wipe the
>
> floor
>
>>>with a vast assortment of nasty critters already, you think the town
>
> guard
>
>>>is going to be able to reign him in?? Just thought you'd like to mull
>
> over
>
>>>that little crink in the plan before you try to arrest him. 😉
>>
>>By forces of numbers. Grappling. One Enlarge Person on the Str
>
> [snip a bunch of ways to do it]
>
>>When the City Watch is on your tail, it's almost never a good idea to
>>stand and fight...
>
>
> Well, there is the little matter of simple morale. A town guard peon is
> going to agree to gang tackle possibly the best fighting machine he's ever
> seen? That's more the perspective I was looking at it from. Plus which, I
> don't know about your campaign, but the town guard generally doesn't have
> spells at it's disposal in my campaign.
>
> The town guard in my campaign is to keep the common folk in line, there's
> almost no realistic way of keeping monstrous adventuring types in check
> without going and finding your own, bigger adventuring type to take care of
> the one causing trouble. Even force of numbers doesn't work out so well,
> given the morale factor.

The Town Guard is composed mostly of Veteran Soldiers at this point.
The Kingdom the players are based in has entered its second year of
peace after a ten year civil war. A large percentage of the able bodied
man (and a number of women) were involved in the war for one of the four
differnt factions (three brothers plus mercenary companies).

When the wars ended, and the Armies were 'right sized' for peace, that
left a lot of very talented men with no skills other than kicking ass.
Rather than allow those folk to run wild, the Prince decided to try to
assure their loyalty by finding jobs for them.

Give it a few years, and attrition from aging, changing careers, etc
will replace the Vets with yoru standard 'police academy' type
guardsmen, but, for now...

DWS
 
Archived from groups: rec.games.frp.dnd (More info?)

David Alex Lamb wrote:
> In article <114mtbn40scrq6a@corp.supernews.com>,
> David Serhienko <david.serhienko@ndsu.nodak.edu> wrote:
>
>>He (the player) his cahrted out the age, gender and number of offspring
>>of every single ancestor of his great grandfather. He hasn't specified
>>where they all are, as he knows I would want to use that as a game hook,
>>as possible.
>
>
> I assume you meant "descendant" of his g-grandfather/

Heh. Yep =)

>>There are literally hundreds of NPCs in the direct branches of his
>>family tree worked out. He is a business partner in a weapon smithery
>>with a second cousin, for example.
>
> One caution: if he put that much work into his family tree, you might want to
> sound him out on the subject of messing with the destiny of anybody in that
> tree.

I already asked him about it somewhat, and he specifically doesn't mind
if either DMs make use of the family tree for hooks, as long as we don't
'abuse' it, whatever that means.

I presume he won't mind if the campaign uncovers a cadet branch of the
family that has been doing some pretty funky stuff, as long as it isn't
evilness... Maybe they're Blade Forging mystics or something, who've
stumbled upon a dangerous secret, and are hiding from the world, to
protect the secret from those who'd use it for evil.

Soemthing along those lines, with the nifty Celestialness the Jay has
suggested =)

DWS
 
Archived from groups: rec.games.frp.dnd (More info?)

Quentin Stephens wrote:
> David Serhienko <david.serhienko@ndsu.nodak.edu> wrote in
> news:114jjc3lnoa02b8@corp.supernews.com:
>
>
>>Early on, I
>>mistakenly introduced a magic item called 'rage berries', which
>>allows the eater to rage the round after eating them.
>
>
> Have these go bad. The next time he takes one, tell him it tastes
> funny, but have it work normally. The time after that, it's poison -
> he's nauseous and can't Rage for a day or something.

I could set up a timeline for them now, and say they are losing potency
at a certain rate. Once he notices, he'll likely use them all quickly,
so as not to lose the benefits.

> It does seem to me that you are ignoring the downside of being the
> barbarian: you rage and then you're fatigued. So let him lay the
> smack down on one bunch of critters and then hit them with the second
> wave.

Yep. Everyone seems to have caught that mistake on my part, and it
bears repeating: I need to pay attention to fatigue, and I need to have
multiple waves involved more often than I do now.

> And give the fighter something useful and fun to compensate - say an
> intelligent Sword +1, Bane vs Humanoids, Divine Power 3x day, but the
> fighter has to follow the sword's dictates to get the bennies.

I'd rather not add magic items to compensate, if possible.

DWS
 
Archived from groups: rec.games.frp.dnd (More info?)

David Serhienko wrote:
>
> The story is pretty sketchy. His Great Grandfather was a weaponsmith of
> much fame. GGF's son's were all weapon smiths as well, one of which
> went traveling to learn new methods (perhaps mystical methods), and
> dissappeared.

<snip>

> Anything here strike some creative sparks?

In my experience, any time a player notes in their character
background that a family member disappeared they are trying to say
"USE THIS BIT AS A PLOT HOOK, PLEEEEEEASE!"

So, perhaps Great Uncle Wossname ended up becoming the leader of some
sort of secret guild of mystically-inclined blacksmiths, devoted to
forging potent magical/holy items (the Holy Avenger idea would work
here)? His "disappearance" could have been an assassination attempt,
or it could have been him retiring from the world to make swords in a
monastery or something. Other blacksmiths within the family could have
been initiated into the sect (at least one per generation), so the
family is closely bound to the group, but at the same time many family
members are unaware of them (loose lips sink ships, after all - the
less people know about the Holy Smiths, the less chance the followers
of evil have of tracking them down). Of course, if a member of the
guild (perhaps even one of the family members) has gone bad and blown
the other guildmembers' cover, the entire family will be in danger...

--
I WAS A SCHMELTZER! I APOLOGIZE. THE BLACK ANGELS OF PENITENCE HAVE
ORDAINED IT SO!
 
Archived from groups: rec.games.frp.dnd (More info?)

"Jeff Goslin" wrote
> "John Phillips" wrote

> > > It seems from a brief search that the term "munchkinism" is often used
> to
> > > refer to simply "combat without risk". I suppose that could be
> > implemented
> > > in two ways, either by the DM putting them up against weak encounters,
> or
> > by
> > > handing out too much magic stuff and over-empowering the characters to
> > take
> > > on better and better stuff.
> >
> > You still miss the point.
>
> Much as I abhor definitions, I wouldn't mind one right now, since I still
> miss the point. You obviously disagree with both my previously understood
> definition, and the definition I found online "combat without risk". So
> what is munchkinism?

My point is I'm not talking about munchkinishm. You can have great level
headed players and a gm that has poorly designed encounters that allow for
one player to overshadow the others.

> > > If that single huge disadvantage is has been removed, I have to wonder
> why
> > > ANYONE would play anything BUT a wizard.
> >
> > Because the other classes are balanced?
>
> I think that's a bit of wishful thinking, but whatever, I suppose.

More balanced than in the past at least.

> > In 3rd ed, 10th level fighters and 10th level wizards are both buff.
>
> I seem to recall threads that indicate that a high level barbarian vs a
high
> level wizard was almost no contest(bickering about details aside)...???

Conan would be disappointed to hear this.


John
 
Archived from groups: rec.games.frp.dnd (More info?)

"John Phillips" <jsphillips1@worldnet.att.net> wrote in message
news:IX43e.29933$cg1.24092@bgtnsc04-news.ops.worldnet.att.net...
> My point is I'm not talking about munchkinishm. You can have great level
> headed players and a gm that has poorly designed encounters that allow for
> one player to overshadow the others.

I've never played with a DM that bad before. Yes, certain encounters can
allow certain characters to shine, but not in the same way that an
unbalanced character can. I've played with DM's who've allowed characters
to become horrifically unbalanced and overpowered, shifting the spotlight
necessarily, of course, but that was a result of either munchkinism or
allowing power gaming to take place without restriction. But I have to say
I've NEVER played with a DM who was so bad as to allow either by his own
stupidity or by a level of favoritism a certain character to essentially hog
the spotlight encounter after encounter. I have a hard time visualizing
precisely how bad we're talking about, given that even the WORST DM's I've
ever played with have never done it(and I've had some doozies).

> > I think that's a bit of wishful thinking, but whatever, I suppose.
>
> More balanced than in the past at least.

Eeeh... *shrug* It seems to me that they just standardized things so that
they APPEAR balanced. From the sounds of things, there are still plenty of
uber-classes running around.

--
Jeff Goslin - MCSD - www.goslin.info
It's not a god complex when you're always right
 
Archived from groups: rec.games.frp.dnd (More info?)

Matt Frisch wrote:
>
<snip>
>
> Many years ago there was an incredibly funny list
> floating around of about a hundred different scenarios,
> and the Munchkin/Powergamer/Roleplayer stereotypical
> responses. I poked around a bit, but couldn't locate it.
>
> http://www.io.com/~angilas/5gamers.html is close, but not quite it.
>
<snip>

I think you're looking for the original Real Men, Roleplayers, Loonies
and Munchkins list. Here's one version of it, with some extras:

http://pw1.netcom.com/~shagbert/pages/munchkins.html

Your version split up Roleplayers into Thespians and Brains.


Arivne
 
Archived from groups: rec.games.frp.dnd (More info?)

David Serhienko wrote:
> Alex Johnson wrote:
>
>> One more thing I wanted to mention, but forgot in my reply (buried
>> somewhere in the thread) is that the barbarian will gain hp when
>> raging. He's 5th level. That's +10hp from raised Con. When his rage
>> ends, his Con drops and he loses 10hp from where-ever he is. If you
>> can manage to get him to or close to 0hp, he should start thinking
>> about the risk of raging. If you knock him out, his rage will end (at
>> least we play that a barbarian can't keep himself worked up in a rage
>> if he can't keep himself conscious), and he'll instantly die. From
>> -1hp to -11hp...dead.
>
>
> Whoa. Right now, he's gaining 8 HP per Rage. Gotta remind him that
> *is*not*healing*.
>
> Knock him down to -2 and he's dead. Next level, 0 hp + end of rage ==
> dead. Whoa. I'll have to see if I can, in the course of a combat,
> arrange to get him into the low single digits while raging, so he falls
> unconscious when the Rage ends.
>
>> I'm not saying you have to kill him, but maybe you can start getting
>> him close to 0 and point out the risks. As he gains levels higher
>> than 5th, he can drop from "fine, i'm over 0 hp" to "dead" with no
>> warning at the end of the rage. That's why my barbarian reigned in
>> his fury and only rages in emergencies where the party is in imminent
>> danger of obliteration if he falls.
>
>
> Yeah, I don't want to kill him, nor Nerf his abilities in anyway. But
> teaching him a lesson in teh School of Hard Knocks, esp when I ensure
> the follow-up results aren't fatal, will reign in the use of Rage
> somewhat, I'd expect.
>
> And if he DOESN'T learn the dangers, when I'm secretly setting up a
> 'Learning Experience', well, Life's Tough in the Big City.
>
>> Another thought. The fighter has good AC from armor. The barbarian
>> has not-as-good AC. When he rages it gets even worse. Powerful
>> monsters will probably be more aware of this fact and you can power
>> attack more. That means the monster that can hit the fighter once in
>> a while doing X damage can power attack against the barbarian to do
>> X+5 or X+10 PER HIT. That will add up quickly and even the extra
>> barbarian hit points won't matter.
>
>
> Excellent point. I freely admit to not making much use of Power Attack.
> That'll probably be because when I've played 3e Fighters, the opponents
> we faced usually were so tough it took every bonus to hit I could beg,
> borrow or steal to smack em. I only took Power Attack as a pre-req to
> other feats I wanted, since I never got to use it.
>
> The Barb's AC is, I think, 18. Any self-respecting monster can hit that
> with a 50-50 chance at CR4/5. I can definately sacrifice 3 to 5 hit
> bonuses into damage, especially since they'll prolly have multiple attacks.
>
> DWS

I've never really used Power Attack either. But in our high level game
last time the 12th level fighter was doing insane amounts of damage. He
ran up to one monster so only got 1 attack instead of his normal three.
"29 damage" he called out. I looked at him shocked and asked a
politer version of "what the hell kind of weapon are you swinging? 29
damage on a single hit!" He turned to me and said "These guys are AC14
flatfooted. I'm power attacking for all I'm worth." I am now a
believer. The high level group usually encounters things with AC around
20, so even then it makes sense to power attack a few points. The low
level group (6th) faces foes they can't afford to waste attack bonuses
against. I play a barb in the low level game and a wizard in the high
level game so I haven't been in a situation where I could PA.
 
Archived from groups: rec.games.frp.dnd (More info?)

On Thu, 31 Mar 2005 15:44:04 -0500, "Jeff Goslin" <autockr@comcast.net>
scribed into the ether:

>"Matt Frisch" <matuse73@yahoo.spam.me.not.com> wrote in message
>news:n2kn41huoinonteo43k6s7efpnjrd9veab@4ax.com...
>> >Oooh, I like that. Especially with my players, they use metagame
>> >information almost at will.
>>
>> The same players you describe as good roleplayers?
>
>Yep. When they are role playing(you would call it "play acting"), they role
>play well. When they are not actively role playing, they'll use metagame
>information quite often. It's something I'm used to, and I don't terribly
>mind that it happens.

They are not playing a role, they are playing "beat the DM", and cheating,
too.
 
Archived from groups: rec.games.frp.dnd (More info?)

On 31 Mar 2005 21:34:50 GMT, dalamb@qucis.queensu.ca (David Alex Lamb)
scribed into the ether:

>In article <95km41lu03kp1b6iqanpc2f15gahudi8st@4ax.com>,
>Rupert Boleyn <rboleyn@paradise.net.nz> wrote:
>>On 30 Mar 2005 19:18:58 GMT, dalamb@qucis.queensu.ca (David Alex Lamb)
>>carved upon a tablet of ether:
>>
>>> It seems to me it would make sense for a follower of Moradin to use the god's
>>> favourite weapon. Even if it is numerically suboptimal.
>>
>>Only if Moradin was the sort who would approve (or through inaction
>>allowed his followers to think that). If Moradin has the practical
>>streak that dwarves are generally portrayed as having, he could well
>>think you were an idiot.
>
>Prayer time in the dwarven stronghold:
>Thorin Stonecrusher: Lord Moradin, grant me success in battle.
>Moradin: You'd do better if you traded in that lousy warhammer for a
> greataxe.
>Thorin: But, but... I picked *your* weapon...
>Mordadin: That doesn't change the fact that damage potential is much better
> with the greataxe.
>Thorin: But, but... Wny do *you* use a warhammer?
>Moradin: Ur, umm... That's a secret.

Axes don't work well when used on the forge. Hammers do. Why learn two
weapons when you already have a really good one for your main job?
 
Archived from groups: rec.games.frp.dnd (More info?)

Matt Frisch wrote:
> Axes don't work well when used on the forge. Hammers do. Why learn two
> weapons when you already have a really good one for your main job?

Axes are also prone to do much less damage against a skeletal foe. And
in our game we face so much skeletal undead that my dwarven barbarian
switched from axe to war hammer around 2nd or 3rd level and never looked
back.

Alex
 
Archived from groups: rec.games.frp.dnd (More info?)

On Thu, 31 Mar 2005 19:34:47 -0500, "Jeff Goslin" <autockr@comcast.net>
scribed into the ether:

>"John Phillips" <jsphillips1@worldnet.att.net> wrote in message
>news:lX_2e.28996$cg1.10721@bgtnsc04-news.ops.worldnet.att.net...
>> > Poor DMing allows for munchkinism by allowing treasure,
>>
>> Treasure has nothing to do with it. A bad GM can (intentionally or not)
>set
>> encounters that favor specific members of the party. That one party member
>> will overshadow everyone else.
>
>"Munchkinism", as I understand it, is the bastard half-brother of power
>gaming, where the cause of the power is delivered on a silver platter from
>the DM to the PC's, mainly in the form of treasure, specifically magic. In
>power gaming(min/maxing), the player is trying to squeeze as much as humanly
>possible out of the rules to create a mechanically superior character. The
>difference between the two is the source of the problem.

You do not understand it, it seems. Munchkinism can certainly be abeited by
the DM, but it is the player who is responsible.

Many years ago there was an incredibly funny list floating around of about
a hundred different scenarios, and the Munchkin/Powergamer/Roleplayer
stereotypical responses. I poked around a bit, but couldn't locate it.

http://www.io.com/~angilas/5gamers.html is close, but not quite it.

>> > Low level MU's are supposed to be piddly until they hit
>> > about 5th level. It's their tradeoff for later power.
>>
>> Not in 3rd ed its not.
>
>If that single huge disadvantage is has been removed, I have to wonder why
>ANYONE would play anything BUT a wizard.

Because they are not the outsized death machines at the higher levels that
they are in 1E/2E, combined with changes to melee types causing them to not
stall out at level 9.

> The payoff for this, over
>time, is a very powerful individual at higher levels. Fighters are buff n
>tuff at 1st level, wizards are buff and tuff at 10th level.

High level power is not compensation for low level weakness. It is bad at
low levels, it is bad at high levels.
 
Archived from groups: rec.games.frp.dnd (More info?)

On Thu, 31 Mar 2005 22:55:51 -0500, "Jeff Goslin" <autockr@comcast.net>
scribed into the ether:

>"John Phillips" <jsphillips1@worldnet.att.net> wrote in message
>news:qx13e.494567$w62.265617@bgtnsc05-news.ops.worldnet.att.net...

>> > time, is a very powerful individual at higher levels. Fighters are buff
>n
>> > tuff at 1st level, wizards are buff and tuff at 10th level.
>>
>> In 3rd ed, 10th level fighters and 10th level wizards are both buff.
>
>I seem to recall threads that indicate that a high level barbarian vs a high
>level wizard was almost no contest(bickering about details aside)...???

You seem to remember poorly. There are all kinds of scenarios which would
give the advantage to either one. No class is invincible.
 
Archived from groups: rec.games.frp.dnd (More info?)

On Fri, 01 Apr 2005 00:20:31 +1200, tussock <scrub@clear.net.nz>
carved upon a tablet of ether:

> Beware that Wyverns are pretty nasty opponents for CR 6, or at
> least have been IME; always carrying someone off into the sky and
> dropping them when they get fidgety. Not a great many hit points though.

I've managed that _once_, and I had to use advanced wyverns with lots
more hit dice. Normal wyverns tend to get blown away by the archers
and wizards before they can close.


--
Rupert Boleyn <rboleyn@paradise.net.nz>
"Just because the truth will set you free doesn't mean the truth itself
should be free."
 
Archived from groups: rec.games.frp.dnd (More info?)

Rupert Boleyn wrote:
> On Fri, 01 Apr 2005 00:20:31 +1200, tussock <scrub@clear.net.nz>
> carved upon a tablet of ether:
>
>
>> Beware that Wyverns are pretty nasty opponents for CR 6, or at
>>least have been IME; always carrying someone off into the sky and
>>dropping them when they get fidgety. Not a great many hit points though.
>
>
> I've managed that _once_, and I had to use advanced wyverns with lots
> more hit dice. Normal wyverns tend to get blown away by the archers
> and wizards before they can close.

Hypothetical combat against Wyverns, then, in a new thread, near you!
My first thread Spin-Off!
 
Archived from groups: rec.games.frp.dnd (More info?)

On Fri, 01 Apr 2005 00:56:27 +1200, tussock <scrub@clear.net.nz>
carved upon a tablet of ether:

> It's surprising how poorly some of the classes play when you have
> too few encounters, and others when you have too many. Some variance is
> the key, IME.

Yep. Some classes have lots of 'alpha strike' and little staying power
(low-mid level barbarians, wizards). Others have less raw power, but
better staying power (fighters, sorcerers).


--
Rupert Boleyn <rboleyn@paradise.net.nz>
"Just because the truth will set you free doesn't mean the truth itself
should be free."
 
Archived from groups: rec.games.frp.dnd (More info?)

David Serhienko wrote:
> David Alex Lamb wrote:


> > One caution: if he put that much work into his family tree, you
might want to
> > sound him out on the subject of messing with the destiny of anybody
in that
> > tree.
>
> I already asked him about it somewhat, and he specifically doesn't
mind
> if either DMs make use of the family tree for hooks, as long as we
don't
> 'abuse' it, whatever that means.

It likely means, "please don't punish me for being thorough." I can
say from experience that it's easy to get so enthusiastic about mining
a player's highly-detailed character background for plot hooks that you
end up re-inventing the character's whole concept. In extreme cases,
the PC becomes the DM's character more than the player's. That's
probably what he's talking about.

--
Jay Knioum
The Mad Afro
 
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On Thu, 31 Mar 2005 16:16:22 -0500, "Jeff Goslin"
<autockr@comcast.net> carved upon a tablet of ether:

> Hrm. So explain to me then, how is it that there ALWAYS seems to be an
> abundance of magic when people talk about 3E campaigns? Everyone has +
> weapons and + armor, various potions and scrolls, misc magic, even at low
> levels. At least that's the appearance of things.

Selective memory, and that 3e characters tend to have a wide range of
little items, rather thana few big ones. That makes the lists of
items longer.

FYI here's roughly what I'd expect a 4th level fighter to have:

Mighty (Str16) MW Composite Longbow [700gp]
+1 Full-plate [2650gp]
+1 Heavy Steel Shield [1170gp]
MW Bastard Sword [335gp]
Potion, Cure Light Wounds x2 [100gp]
Assorted 'special' projectiles (Alc's Fire, etc.) [100gp]
Assorted gear, including horse [300-400gp]

The magic shield and armour could be dropped in favour of a +1 sword.
Dropping full-plate in favour of a breastplate or chain shirt would
mean the maigc shield could be retained and the +1 sword purchased.
All these shifts buy a +1 sword (and thus +1 damage) at the cost of
two or more points of AC.

A 5th level character should have about 3600 more gold pieces of
wealth, so they'd probably have a +1 sword (+2000gp) on top of their
4th level gear, and some other shiny stuff, or maybe a +2 Str item
(Gauntlets of Ogre Power, 4000gp) if they save up and do a bit better
than average.

It's unlikely a PC will have magical armour or shield before 3rd
level, or a magic weapon before 4th.


--
Rupert Boleyn <rboleyn@paradise.net.nz>
"Just because the truth will set you free doesn't mean the truth itself
should be free."
 
Archived from groups: rec.games.frp.dnd (More info?)

"Rupert Boleyn" <rboleyn@paradise.net.nz> wrote in message
news😛n3p41t7ji2ndotmj332gqflns5rpdl4r2@4ax.com...
> FYI here's roughly what I'd expect a 4th level fighter to have:
>
> Mighty (Str16) MW Composite Longbow [700gp]
> +1 Full-plate [2650gp]
> +1 Heavy Steel Shield [1170gp]
> MW Bastard Sword [335gp]
> Potion, Cure Light Wounds x2 [100gp]
> Assorted 'special' projectiles (Alc's Fire, etc.) [100gp]
> Assorted gear, including horse [300-400gp]

Well, the costs are also a factor. In our campaign, magic is VERY
expensive.

What's up with magical full plate costing 2650? Full plate in 2E(non
magical) was 4K-10K. Field plate was 2K.

As a baseline in our campaign, every permanent magic item costs 10K, that's
just plain jane vanilla +1 whatever. It's more if it's a rarer item, and
costs increase exponentially as the power increases. A +5 whatever would
cost at LEAST 150,000 gp, probably more. Selling magic items is a *GREAT*
way to make money.

--
Jeff Goslin - MCSD - www.goslin.info
It's not a god complex when you're always right
 
Archived from groups: rec.games.frp.dnd (More info?)

On Thu, 31 Mar 2005 16:42:12 -0500, "Jeff Goslin"
<autockr@comcast.net> carved upon a tablet of ether:

> In our campaign, wizards have "masters" that provide spells to them at level
> up. Only like 1 or 2, but it's the way most spells are obtained by wizards.
> He's found a few scrolls but most of his spellbook is provided by his
> master.

That means he'll have the same, or a bit less than a 3e wizard (they
get two spells every time they level up 'for free').


--
Rupert Boleyn <rboleyn@paradise.net.nz>
"Just because the truth will set you free doesn't mean the truth itself
should be free."