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#1 |
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Join Date: Jan 2012
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That doesn't mean the individual adventurers are beginning level at [250] points. Go read the text again. Sheesh. Why so confrontational? The blue box labeled with a big N mentions experienced groups.
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#2 |
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Join Date: Dec 2004
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Okay, interesting point about the possibility of multiple characters heading down the well at once (assuming they have enough rope...). A few considerations, though: while the map of the dungeon level does seem to indicate that there's enough room for multiple characters (there are ~3 partial hexes -- I suppose it depends on how merciful the GM is feeling), however on the map of the ground level the well is even smaller (only one hex in size). Regardless, that's a reasonable point, as Basic Set states that up to 4 SM=0 characters can fit into a single hex if they're friendly. On the other hand, that's for standing and, having done a little climbing in real life, I suspect that climbing should be a "full hex activity."
Regarding your other point, I'm not sure that characters can rally at the bottom of the well and wait for the party to congregate. The entrance to the dungeon is not at the bottom of the well, so characters have to either literally "hang out" at the end of their rope, swing into the dungeon, or splash down into the water and then hope they can get back up to the dungeon once the party is ready. No, I think it's most practical for the party to enter the dungeon as they arrive at the entrance. Okay, so most parties will have a cleric with a holy symbol, so that's a fair point. Even so, this doesn't destroy the Toxifiers, right? They're just going to follow the party around and harass any character that gets more than 5 yards away from the cleric. Also, until they get the door open, the Toxifier(s) can barely be more than 5 yards from the centre of the room, and their attack is passive so it will still emanate 2 yards around them. If the adventurers want to douse the torches to keep more Toxifiers from showing up, they'll either need to expose themselves to the attack, or carefully stay within 5 yards of the cleric while the cleric moves methodically from one torch to the next (meanwhile several more Toxifiers are likely to spawn, which can then harass the party. Anyone with air magic can do double damage to the Toxifiers. Area effect spells are also effective. But they're still unkillable without magic weapons, meaning beating them down to -10HP, taking 1d toxic damage each turn (while dealing with the Flame Lord, no less), directly after a choke point in the form of the well. Even a cleric Banishing or Exorcising them would run into trouble against a Will of 16 (and Exorcism would take a long time!) This doesn't seem like an easy scenario to me! In any event, so it seems like the best bet to take on the Toxifier(s) is to send down a caster first (either cleric or elementalist or demonologist). Since most parties are going to send a fighter and/or thief down a dark hole and keep their squishy casters in the back until a beachhead has been established, I'm thinking that the non-casters are going to get thoroughly toxified before the casters get there. Yes, the adventure is designed to scale with overall party power. And some GM's may start at point values other than 250 (I like 300, personally). However, this adventure is explicitly written to be a party's first adventure together. Quite possibly for players who are new to the system and/or new to role playing. Meaning that, at the very least, in my opinion, it should be relatively straightforward to win, and shouldn't rely on super clever tactics or even tactics contrary to best practice like sending your casters first down a dark hole. The other scenarios and monsters all make sense to me. They're challenging but winnable. (The phase serpents can also be quite lethal, I expect, particularly if the party doesn't figure out how to drain the water, but it's winnable). But having a monster that all but requires a magic weapon to defeat and having a potentially infinite number of them spawn every 10 seconds... Especially when there's no running away from the adventure due to the infinite zombies outside... That hardly seems fitting for a first adventure. I mean, imagine the first person down is a warrior. They're non-too-bright. Maybe they take out the Flame Lord and meanwhile a second Toxifier spawns. Now they try to hack the things apart while waiting the 50 seconds for their backup to arrive. They don't have Hidden Lore (Demons), so they likely have no idea how to handle this monster. It might even take them a while to realize that their blows are having little effect. And, likely having an IQ of 10 or less, they may not put together the fact that they need to douse the torches to stop the spawning (maybe I just need to kill one Toxifier per torch then they're done... it would take seven Toxifiers to disprove this theory). Anyway, imagine that a few too many Toxifiers end up spawning and the warrior decides to retreat. Now the party is in a tough spot!!! They can't run away through the infinite zombies, and there's now a crowd of angry Toxofiers milling about in the dungeon entrance (an unmerciful GM will have them keep spawning, even when no adventurers are in sight). I'm thinking that I'd either make these Toxifiers easier (remove unkillable), substitute an easier monster, or remove them entirely. I wonder how the play-testers handled it??? Anyone else have other ideas on how to handle this scenario? |
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#3 | |||||||||
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Join Date: Jan 2012
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#4 |
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Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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#5 |
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Join Date: Feb 2009
Location: Central Texas, north of Austin
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genin,
I don't have the Pyramid in question, but I enjoyed reading your critique. I can't comment on the encounter, but it is important to me that adventures and scenarios are plausible and have been thought through. So I like these kinds of discussions. |
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#6 | ||
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Join Date: Jan 2012
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That sounds like a whole new thread on if enchanted items used as a weapon would be considered magic weapons.
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Those basic skills you mention tend to be more "break anything that looks suspicious" and "never split up the party" in the games I play in, but the point remains the same. :D |
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#7 |
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Join Date: Feb 2005
Location: Berkeley, CA
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They don't. Worthy monsters aren't dead at 0 HP, they're out of the fight. It doesn't terribly matter, though, if you don't use those rules it means on average they get one additional attack after being reduced to 0 HP.
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#8 |
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Join Date: Aug 2004
Location: Saskatoon, SK
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Hmm, is that an actual rule; does a weapon have to have a weapon enchantment to be considered a magic weapon?
As I see it, if it's a weapon (a staff is) and it has an enchantment (Staff is one) then it's an enchanted (magic) weapon. In almost 30 years of gurpsing, it never ocurred to me that a Staff was not a magic weapon.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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#9 | ||
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Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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I've never thought about it because I've never had creatures that required or were susceptible to 'magic weapons'. I always thought it was a terrible concept in D&D and refused to 'port it over'. |
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#10 |
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Join Date: Sep 2004
Location: Canada
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A little more about our group and how they handled it.
I am a long-experienced player, both of GURPS and dungeon crawling in general in various systems; being a general "ringer", my job was to mostly provide a warm body, while helping the GM gently introduce new mechanics or ideas. The rest of the group were people who had played MMOs, and one referred to attacks of opportunity so they'd obviously played some recent D&D. The GM clearly decided that the toxifiers come out if you poke the door, not just 'whenever', I'm not sure what the intent was with the flame lord because the barbarian was amusing. The barb was first at the bottom of the well due to gravity, and went straight in to kick the brazier. The rest of us were most of the way down the well by the time the barb fell down, so this didn't actually separate the party much. I'll note that the rest of the party, including the definitely-never-played-tabletop players, had already caught on to Never Split The Party and were yelling at the barbarian to STAY. STAY. GOOD BOY. Didn't work. The flame lord came out, and I don't know if it was just "walked in the room" or "kicked the brazier" that did it, but the Barbarian's first reaction was to say "Hello!" to it. The druid, making their Hidden Lore check, immediately backed the Barb up with a "Hello oh great one" kind of intervention, and the rest of the party caught on that Flame Lords have an ego problem and also groveled and simpered. The GM rolled a random reaction, and got good enough that the Flame Lord was willing to suspend the BURN EVERYTHING to get more bowing and scraping. We then negotiated with it, eventually bargaining to release it in exchange for some information about the dungeon and a promise to go straight back where it came from without setting anything or anyone on fire until it got there (that was the best deal we could manage). It didn't warn us about the toxifiers specifically, but it did warn us that the door was "trapped" and that there were demons and definitely other monsters. We couldn't find "the trap on the door" and in the grand tradition of delvers everywhere, got the barbarian to open it because he had the most HP (even after falling down the well, he didn't fall all the way from the top). Then the toxifiers came out, and nobody needed it suggested that we need to break the torches. MMOs are excellent training for the idea of monster spawners. We had a druid and a wizard and between the two of them the toxifiers were dispatched rapidly while the rest of us smashed torches before too many appeared. Even if we hadn't had the magic, we only ended up with two, and that's managable. I honestly think players who have played video games in the general fantasy-combaty-dungeony genre won't need that part explained.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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