@besw@ the dragon has 106 hp, vulnerability to fire and an awful initiative and ref save, the wizard has improved spell penetration (+20 to the check). Guess who's gonna win?
Sounds like you may need to do a little more custom tweaking of your monsters to make them challenging.
@JonathanHobbs I can't remember if you're into Doctor Who, but I've always thought these guys could be ueber-Primordials with very little tweaking: tardis.wikia.com/wiki/Gods_of_Ragnarok
Just a thought.
"The Gods of the End of the Gods" has a nice ring to it.
Ah, had a nice enjoyable evening GMing for a totally non-magical group of fighting men involved in some deeply mystical crap. They had to deal with necromancy, evil ice magics, mind control and illusions and the fact some of them caught their CO doing some seriously weird stuff and confronting them about it, without anyone being sure if what they saw wasn't yet another illusion. Good role playing from my guys there. :)
In the end, in a big battle between a huge ice dragon and a whole orc army, they wisely decided the best place to be was not anywhere nearby and managed to slip past the whole mess. :D
Oh, it wasn't supposed to be a campaign; they had pre-genned chars just for that. It would be totally cool if they went out in a blaze of glory too. :)
I once had a trio hags who used illusion magic to convince the party they were about fifteen levels higher than they actually were. The party was shocked when the actual main villain showed up and splattered the hags everywhere in a single turn.
... and then I had to sit down and explain WTH was going on in the background for about half an hour - stuff their characters couldn't know or find out without several sessions of investigative work, which we don't really have time for, but the players were curious about. :D
@Zachiel It takes experience to really get a feel for it, and it's exponentially harder to come into it at higher levels.
I'm intimidated by starting to run level 21+ encounters in 4e, and I've been GMing the system for more than a year, and running 3.5 for at least eight years prior to that!
...yanno, I think The Greatest Show in the Galaxy could be turned into a FATE plot pretty darn easy.
[plots DFRPG shenanigans]
Aloof, godlike beings take over a famous traveling circus and hold 'talent shows', promising fans the chance to join the circus. In reality the fans are held captive to entertain the being who make up the Audience, reduced to ash when they become boring. The PCs go to try out and become captives, interacting with the other captive performers and the frightened circus workers to figure out what's going on and how to defeat the Audience.
Solutions might include learning the Audiences' True Names and commanding them; finding and wielding the talisman that a circusman used to summon them in the first place; and killing the circusmen to break the Audiences' hold on the circus.
And the party keeps having to go out and entertain the Audience at regular intervals...
I know nothing about them other than some scenes in which the Doctor was doing some silly tricks to buy time, in which those three were getting impatient and making things explode with their hands
and what that wiki article says about them
Apart from the appearing in various forms I am not terribly impressed by any part of them, and if I were to have some gods that came before the actual gods or the primordials, it sure wouldn't be them!
@BrianBallsun-Stanton I found out why adding a few levels of wizard to my build is not a bad idea after all. Arcane Strike. (I agree the whole build is a complete disaster)
@BrianBallsun-Stanton Monstering for Lorien Trust did that for LARP itself for me. And thtat's vastly less complicated than any kind of 3.5 port. I'll stop bringing up bad memories now.
So what's the good way to learn how to write about feelings I don't have? I can try translating one of my posts and one of the people who are praised for their style to make the difference clear
@Zachiel There are many skills which require experience to gain expertise, and there will always be people with innate talents for certain skills. But when someone says "This can't be taught," what they mean is "I can't teach it."
At the end of the day, the process is simple: Find someone who's style you admire, and say "I want to help you achieve your goals. I want to serve an apprenticeship to figure out how you do that. Let me assist you while I learn so that I may understand and that you may correct my errors."
If they are someone who is worthy of being your master, they will see the utility of having an intelligent, PC, minion, and accept you.
I just looked at the compendium's size rules... is there any reason I shouldn't just houserule away the Small race restrictions on 2h & versatile weapons, and bullrushing and grabbing? Apart from realism.
Every player race in 4e is Medium, bar five Small races and one Tiny. There aren't even Large ones. I can only imagine two reasons for keeping them: (a) it's realistic, but 4e picked balance over simulation, so this is WEIRD; and (b) because 4e picked balance over simulation, they must have felt the Small races were good enough that they were worth their limitations.
Small characters face a number of disadvantages. They can't use two-handed weapons, and have to use two hands to wield a versatile weapon DDI.
Further disadvantages include:
The inability to Grab Large creatures (medium creatures can).
The inability to Bull-Rush Large Creatures (medium creatur...
@SimonGill That's a different question, and in fact the one that got me wondering about this. My answer to that one is effectively this: they get racial benefits, and you just avoid playing roles for which those limitations will be devastating. There is no counterbalance to those limitations, you just avoid making a character where they would be a problem.