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Breaking the game.

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rhesus krist

PostPosted: Mon Jun 18, 2007 1:29 am


Not quite sure if I am proud of this or not, but myself and 2 friends played a module that another friend downloaded and printed off. He said that the first group he ran it with had 4 people and had some troubles. So the three of us sat down and made characters. We had a barbarian, a monk, and a cleric. Basically everything this guy threw at us, we beat horribly. He would have us fight 4 guys and 2 would be dead before the end of the first attack. (yay cleave) So by the time we were done doing this quest, the guy throws down his papers and says that he quits. This was the second time he ever DM'ed and it was clearly a 1-shot deal. Anyway, I consider this a game in which the players win, and the DM lost.

So, we tried to convince his that it was the module, but i kinda had to just not say anything. I only had trouble convincing myself that it was the module's fault because he gave a synopsis of the event leading up to the adventure as a group of phrases ending in "...and all that $#!%."

Perhaps the worst and best gaming experience I have ever had. Yay, level 4 barbarian with 32 strength. (Enlarge Person, Rage, Bull's Strength and a base of 20 thanks to a rolled 18 and a +2 for half-orc)
PostPosted: Tue Jun 26, 2007 1:35 pm


Now, see, when that happens it's just not fun because nobody gets to play anymore!

This isn't to say that most of my characters aren't built for power; my elf fighter/scout has ridiculous ability with a scythe, and my vampire monk's level adjustment is bigger than his total hit dice and he STILL manages to be insanely powerful, but compared to anyone else's well-built characters (like the wizard who carefully selects all his spells to avoid spell resistance) they're nothing special.

And it very well could have been the module anyway; I've played incredibly dumb modules that seemed fine at first glance. Older modules tend to be less difficult, I've noticed, because the Wizards people as well as other writers of modules didn't expect the players to be so creative and/or judicious in their use of spells and feats, and did little at first to account for the common practice of min/maxing. The newer sourcebooks reflect the increased power of characters in general in their introduction of more powerful options: the line of thought is something like "Wow, I never realized how insanely powerful a single-class Fighter really is, so we should come up with some other options that can match that." The new monsters also have experienced power creep.

Thorn Mephendrian


o Talith o

PostPosted: Sat Jun 30, 2007 11:10 pm


Gorthok, Brother of Gorlock:

Feral Half-Ogre Goliath Barbarian 1

Strength: 18
+4 Feral
+4 Goliath
+6 Half-Ogre
+4 Bull's Strength
+4 Rage
+2 Enlarge Person

Total: 42 = +16 strength mod
Feat: Improved Natural Attack (Claw)
Claw base damage: 3d6 (or 4d6 depending on how large you rule a feral
goliath's claws are), 2 attacks per round on a full attack

Attack: Claw +17 melee, 3d6+16, 20/x2
Full Attack: 2 Claws +17 melee, 3d6+16, 20/x2

Win?
PostPosted: Sun Nov 18, 2007 3:43 pm


o Talith o
Gorthok, Brother of Gorlock:

Feral Half-Ogre Goliath Barbarian 1

Strength: 18
+4 Feral
+4 Goliath
+6 Half-Ogre
+4 Bull's Strength
+4 Rage
+2 Enlarge Person

Total: 42 = +16 strength mod
Feat: Improved Natural Attack (Claw)
Claw base damage: 3d6 (or 4d6 depending on how large you rule a feral
goliath's claws are), 2 attacks per round on a full attack

Attack: Claw +17 melee, 3d6+16, 20/x2
Full Attack: 2 Claws +17 melee, 3d6+16, 20/x2

Win?


Um.....
Treilian Elf half celestial swordsage
dex 18
+2 elf
+2 Half celestial
+6 Boots of speed
dex bonus: 9

wis: 18
ac: 10
+9 dex
+10 armor of the celestiall battalion
+ 7 Unarmored defence (master)
+ 4 wis bonus

ac at lv 2: 40............. and I tookk him up to about 30.........(the unarmored defence mastery goes up by 10 there)

Dragonfreak47


William The Immortal

PostPosted: Tue Jun 24, 2008 2:48 pm


Quote:
Um.....
Treilian Elf half celestial swordsage
dex 18
+2 elf
+2 Half celestial
+6 Boots of speed
dex bonus: 9

wis: 18
ac: 10
+9 dex
+10 armor of the celestiall battalion
+ 7 Unarmored defence (master)
+ 4 wis bonus

ac at lv 2: 40............. and I took him up to about 30.........(the unarmored defence mastery goes up by 10 there)


Unamored Defence Mastery? Isn't that from the Swashbuckler campeign book? It's been a bit since i've put some thought into 3.0/3.5 so some of it is slowly flosting out of my head. *goes and grabs his suitcase of 20 some D&D books to study again*

Also, does anyon put into consideration about the Level Adjustment of their character? Half-Ogres? Half Celestials? We're talking LA of +1 going to +3. You're talking class level 1 characters, but ECL of 2 and 4s.
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