more or less ready :)
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more or less ready :)
If WWolf is unable to play- I do not mind trying to take over for a Healing sort of role- though If I play one, I'd probably play one that's purely a medical/healer and not so much the fighter if needed (I like my magic users like I like my Sweet and sour Chinese food: Chicken)
Would you play Sabert as well?Quote:
Originally posted by RoOsh
(Even though he can be irritating, he's still got character!)
I think What Exit? has a Cleric of Estë in mind - a real Healer who doesn't fight ... just like Gilraen.
So that would be exactly what you wanted. :cool:
Oh, I do love Sabert.
I like playing flawed or neurotic characters more than "normal" characters for some reason- I like handicapping myself in some way and trying to have to work around it, though it probably doesn't lead to the best or most advantageous of situations- as Sabert found out last time around.... But I'm thrilled with him.
I guess I always was a fan of spider-man and Peter Parker much more than I enjoyed Superman as a kid....
I'm going to play the Healer myself, in many ways it is easier. In fact it means the primary party NPCs in both games will be Healer and make things simple for me. I also won't need extreme details.
Later today, I am going to send out my condensed list of characters to all the players for final verification by all. You'll the Healer is left a bit incomplete on purpose.
If WhtWulf does not return, we'll either dump Dugar or I'll hand him off.
I'm going to work on the Opening of the new adventure. Yesterday got crazy with a switch over to FIOS (Fiber optic Internet, TV and Phone) from Cable and AT&T VOIP. So I failed to work on the OP.
Having seen the email with the PC profiles, I'd just like to say:
1) If we're up against anything that has a cat in hell's chance of even hitting Barazinbar, there is no way Mellowbeorn is doing anything other than hiding in the deepest hole we can find until it has been dealt with. (Still shell-shocked by taking 38 points of damage from one round of H-K bowfire - that's a better average return than two 1st-ed Stone Giants before you count the poison.)
2) I'm gladder than ever that I didn't waste a proficiency on equipping myself with a pointy stick.
3) Really, any damage I can do even with spells is going to be a drop in the ocean next to what you fighters can hand out.
Consequently, my role in this party is as diplomat to any wildlife we meet, dispenser of herbal cures and healing, and occasional provider of hindrances if the terrain is suitable. When it comes to actually dealing with the enemy, you boys get on with it, m'kay? :cool:
I hadn't played or seen a Dwarf Fighter before in these campaigns, so now I know how tough they are, I will be happy to send Barinzabar in against anything (except a Giant :eek: ).
Obviously I don't know the stats of Hunter-Killers, but I assume they have 18(00) bows (+3,+6) and at least one weapon proficiency in bow (+1,+2), plus either 2 or 3 arrows per round. So each arrow would have a (+4,+8) bonus.
Your listed services to the party will be most valuable (as usual) - I trust you'll enjoy the adventure. (Macsalin is working on his second poem, so I'll be asking for your help again. :cool: )
AIUI Mellowbeorn got hit twice, so either there was more than a +8 damage bonus kicking around or HK bows also roll at least d12s for damage. But that's not important right now - just remember that "It's all right, the druid will kill it" is not going to be heard many times in this campaign. However, I make an excellent cup of tea. :cool:
I contrast our possible orders.
Barazinbar:
- "I hit it (with my Hammer and WarShield)"
Mellowbeorn:
- "I send Little Bear after it"
- "I Barkskin it"
- "I Speak Animals to it"
- "I Charm it"
- "I Entangle it"
- "I Faerie Fire it"
- "I Produce Flame at it"
- "I Heat Metal on it"
- "I Summon Insects on it"
- "I Call Lightning on it"
Exactly.Quote:
Originally posted by glee
Well, quite - you both talk as if any of this was news to me. I have all the usual abilities of a 3rd-level Druid with a good Wis, and am therefore Mr Options, while Barazinbar is a bit of a one-trick pony. I mean, I could potentially charm three or four goblins in a single encounter, if we had any use for charmed goblins. OTOH my back-of-the-envelope calculations suggest that with those stats B. could take down a dozen 1st Ed Hill Giants as long as he could fight them one at a time, so as tricks go it's certainly got pull.
Haven't got time to list my spells right now as I have come home from work to find myself minding half a dozen kids single-handed - more later if I have time.
Spell selection, non-selected options in red, with explanations.
1st Level x 6:
Animal Friendship - I am currently "friended" out.
Detect Magic - To save the Healer using a valuable 1st-level spell slot.
Detect Snares and Pits - Mostly useful out of doors and then only when we're expecting trouble, but it might get used.
Entangle - Most effective offensive option, terrain permitting.
Faerie Fire - Not that our fighters generally need the lift given their existing bonuses, but might get used if we're up against something visibly armoured to the eyebrows. It is my only remotely offensive option at this level if Entangle isn't suitable.
Invisibility to Animals - Gets in by default as I am having trouble finding six useful spells .
Locate Animals - How often are we going to need to know if there is a $ANIMAL within sixty yards?
Pass Without Trace - Giles Maggot has this from an item anyway.
Predict Weather - If the weather has any surprises in store for us within the next six to eight hours, we'll know soon enough.
Purify Water - If we're seriously pushed for drinking water, I'll consider loading this.
Shillelagh - I don't use a club, and even if I did, I have no business whatever engaging in combat.
Speak with Animals - For those times when my innate ability won't do, which I expect will be seldom.
2nd level x 5:
Barkskin - Any opponents who are going to worry my minus-x AC colleagues aren't going to be fussed by one point of AC the more or less.
Charm Person or Mammal - It may get an animal off our backs and we can send it away.
Create Water - To be loaded only if we're in dire need of about ten gallons of fresh water.
Cure Light Wounds - Obvious choice and likely to get used more than all my other 2nd level spells put together.
Feign Death - On the evidence so far, I can manage this convincingly without the need to wast a spell on it.
Fire Trap - I hope I don't need to booby-trap any of my belongings, and if I did, this doesn't really have enough punch to worry any bad guys.
Goodberry - To keep the reserves topped up.
Heat Metal - About the only damage-dealing option in my entire arsenal. Slow, but may get the job done if the fighters absolutely can't get around to it themselves.
Locate Plants - Given my innate ability to identify plants, I should think a search by eye would be just as good nine times out of ten, and we have one or two others in the party who can help.
Obscurement - Every once in a while it might be handy to be able to lay smoke to cover our retreat.
Produce Flame - I honestly don't see what this can do that a torch can't.
Trip - Might occasionally hinder an enemy, but not often enough, and the area of effect doesn't even increase with level so after the initial amusement you have to rely on the enemy not being able to walk around a 10' pole or rope.
Warp Wood - A little too limited at my level as, even with my special power, I can't affect anything longer than five feet.
3rd level x 2:
Call Lightning - Does a lot of damage, but pretty much requires the target to stand on a hilltop in a thunderstorm yelling "Manwe is a bastard!" for ten minutes, and I'd rather have something I get to use more often than once per real-time year. Even Ghan-buri-ghan of noble fame has only used this about once, and then only on a building.
Cure Disease - That's why we have herbalism and a Paladin.
Hold Animal - One of the more useful options and will probably get loaded from time to time.
Neutralize Poison - Forewarned is forearmed, and we may as well economise on the antidotes if we can.
Plant Growth - Extremely useful in the right terrain, but we can't count on that for now.
Protection from Fire - Routinely cast on myself, but useful as it is, I don't have enough to go around. Otherwise it's a great spell.
Pyrotechnics - Would love to be able to set this up, but the setting is everything and you can't rely on having a nice big fire available when you want to cast this.
Snare - Ask me about this when we have a semi-permanent lair set up.
Stone Shape - For use in specialized circumstances only, not carried around willy-nilly.
Summon Insects - Will give us three rounds peace from something tough, all being well, and do it some nuisance damage in the bargain. Just a shame that I can't use my special power to boost this spell unless I have an extra round of casting time to spare.
Tree - I'm really struggling to see when I would ever use this.
Water Breathing - There are times when nothing else will do, but at the moment I don't foresee many occasions when one party member will need to be able to breathe water for three or four hours and the rest of us not need it at all.
½ dozen kids? Yours? :???:Quote:
Originally posted by Malacandra
The 1st Ed Hill Giants are pretty weak, the least of my trolls equal the 8HD Hill Giants but have better AC and often better damage. The Black Trolls or Olog Hai range to 18HD with ease and usually a lot of skill. The Dwarves do one thing but do it extremely well. They can hold for a long time. BTW: The Hunter Killer are far deadlier than the lesser trolls. Smarter, with Strong Bows, poisons and high Dex. They are at least +6/+6 to hit often +8/+8 with 3 shots. They use poison when in warfare most of the time. If you get lucky like Sabert did, you meet them when only hunting.
If you ever meet a Dragon, expect it to be something that a Huge Ancient Red Dragon would have no chance against. If you meet a flightless, expect it to have more magic than Bahamut. They would be from before Gondolin fell.
Wait, you have an ability that causes you to MAKE a TREE???
Man... Sabert totally should have been a Magic User. He'd be the most non-violent TreeMaker around...
No, I can disguise myself as one. The drawback is that while I still keep my normal senses, I can't take any action normally disallowed for trees without cancelling the spell (though I can do such at an instant's notice). If ever we are in a position where we need someone to hide in a forest and, say, spy on some people who are going to sit down and blab their secret plans conveniently within earshot of one particular tree, the spell's a killer. Ditto should I ever be such a mensch that I can set up a solo ambush (or am-tree), but that won't be for many levels if ever. Otherwise, let's just say that for a third level spell that particular one is a little restricted in its applicability. :lol:Quote:
Originally posted by RoOsh
Jim, no, only two of the kids were mine (they still are, but the rest have gone). Mrs M. child-minds and I'm registered as her assistant so could take over while she walked the dog. As to hill giants, true but not relevant - I was merely drawing a comparison in power. I don't believe I've ever before seen a 3rd-level character who could have AC -11 against anything without even a helpful spell, and I blinked a bit when I started working out the math. But it checks out, on my offhand estimate of an 8HD monster's THAC0. If the critters round here are tough enough to challenge that, you'll understand my reluctance to expose Mellowbeorn to harm again. :smash:
Well it should be a bit interesting playing my allmost complete pacifist healer as a second character. Unless it is undead expect her to take no active role in combat except for healing party members. After combat is over odds are the least blood thirsty fighters will get priority in healing unless it is a life and death situation.
Welcome back! Naturally Mellowbeorn will respect your wishes (and is most unlikely to display any blood thirst unless cornered).
Hope you had a good break.Quote:
Originally posted by Whtwulf
Thanks for setting the precdent of playing two characters - I'm enjoying doing so myself.
Macsalin is perfectly happy that the Healer doesn't melee. As Mellowbeorn has pointed out, our Fighters are in a totally different class to the casters, and will inflict far more damage.
Macsalin will suggest that it's best for the party if the front-rank fighters are healed up, but will appreciate the Healer's help on the tricky question of how to treat the occasional co-operative goblin prisoner (assuming we get one).
As you'll have seen in the thread, there's no obvious way to send them off to do useful mining work, since the Giant Eagles hate them.
Well i was not going to play two, but we lost our cleric and the type of cleric i am playing is as far removed from the dwarf as i can get with out one being evil and the other good. Truthfully the cleric will probably be more of a band-aid for the group and just be pure support. However thats what is needed so its not a big deal.
Cool, now get over to the new game thread. viewtopic.php?f=19&t=3180Quote:
Originally posted by Whtwulf
Your not the boss of me. :lol:
Having gamed with Jim for a long time i know he does a few things. One he does not take kindly to the quotes from the MM or any other guide. He amped up his orcs and goblins years ago so in many respects they are similar to men or elves with the way they lvl and get skills. Two and beyond are don't repeatedly stab the party in the back because you can. This is one of the reasons he does not allow evil characters. I think he let me try it once before and then after hearing how i was going to dispose of the rest of the 10man party he decided i needed to die before i could put my plan into action. Jim never lets me have any fun!!!Quote:
Originally posted by glee
Good point, I let intelligent creatures learn skills. Of course I also allow for exceptional animals of all sorts. My dragons as I mentioned somewhere would send a huge ancient running fast and my Balrog makes the Type VI demon look like a puppy dog.
The other side of the coin, is very powerful characters as all characters are Heroes and not just adventurers. I've always like the idea of Epic Heroic Fantasy that builds towards something. Not just Joe the butcher goes to war.
Well, absolutely, about giving the monsters character levels and so forth - there's some of that in the MM anyway what with leader-types and shamans and so on. Also most of the D&D monsters just don't fit into ME and so there would be precious little variety if all we met was 1-1HD goblins and 1HD orcs plus the occasional troll (something between an ogre and a stone giant in D&D terms), wargs and so on.
The comparison with a D&D hill giant was just that - a comparison. Most 3rd level characters would be lucky to survive a one-on-one encounter with one, but we seem to have someone in the party who (and I checked the math and found I'd been unduly pessimistic) could beat twenty of them in a row without magical backup. I'm not quite convinced the scaling-up has been consistent across all the party members, but as I say, as long as my idea of having a good time doesn't entail being able to do anything effective against the creatures we have to fight - effective in relative terms, at any rate - then I can still find a niche as back-up healer, information gatherer, and Neutralise Poison on a stick, with a side order of occasional nuisance when I can Entangle things or whatever. I'm kinda like the party's Swiss Army knife, which is always handy even if the B.A.R. generally has the last word when things get tough. :lol:
It is more pronounced in this game, but yes the Dwarves are both built to dish out and take far more abuse than anyone else. The Archers also accelerate. All the fighter are so good at fighting that the spellcasters need to concentrate on spellcasting and utility. The Dwarves are meant to hold a front or back and keep the party alive. A marching wall if you will. Everyone else is suppose to work around them. The Paladin does a fair job in mêlée too and adds abilities and of course charging on horseback. The Rangers excel in standing back and killing an orc per arrow with great ease and the tracking and herbology. The Elven archer is generally a better archer and hopefully brings some other skills. In both games the Elven Archer is also a Bard and brings the widest range of skills.Quote:
Originally posted by Malacandra
Druids are Druids and can help in dozens of ways and have far more spells than the mage. Healers do 3 things, one great, one fair as the have spell points and one varies. The Heal better than anyone though Gilraen is completely off the charts in this. As the Daughter of Aragorn and Arwen she has everything in her favor. The healer in this party is very human by comparison. Gilraen is an Undead Bane, Lanellen is effective only. They both have utilities spells and the rallying songs that have some multiple uses, though again the granddaughter of Elrond and Great Granddaughter of Galadriel herself is far superior.
Then there are the Hobbits, Hobbits have an innate luck as adventurers. They are slightly more protected than any others (unless the mishap is minor and good for comedic effect). They have the +3 to hit with missiles, big bonuses with saves like Dwarves, they are small and sneak well, they are somewhat childlike and inspire others to protect them and all the free races like them. The are also flexible is classes.
Finally the poor Mages. They actually start the weakest, no combat, no HP, little AC, and few spells, but if a party can nurse one to Wizard (11th) level and the Wizard makes his staff, they are a true force to be reckoned with.
Honestly my game has left Monks useless mostly as there is far to much magic around for monks to be effective and Clerics are not so great unless they really specialize in something. There are Clerics of Oromë, Tulkas and Eönwë that are closer to D8 fighters. I honestly can recommend playing a Cleric of Manwë, it is nice to be a priest of the Highest King, but it does not translate into game play great. If we were to have a sea adventure, a Cleric of Ulmo, Ossë or Uinen would be invaluable, but on land, fairly boring. Of course Clerics of Varda are excellent against the Undead and lights in the dark type spells. Clerics of Aule are nothing great though obviously the only choice for Dwarves. etc.
I believe I've already identified the dozens of ways in which Speaker-To-Animals can be of use to the party, though we probably don't need to role-play such aspects as advising them not to use poison ivy for "personal hygiene". :wink: And from years of stage experience I know that not everyone can play Hamlet and the play won't go on without a Gravedigger, though I personally have played neither.
I have, though, played Druids several times since 1980. From experience their extra spells versus the MU generally means they balance out as long as they spend at least some time in their natural surroundings, but they do feel the lack of direct attack spells as, for instance, Sleep is as big a killer at low level as Fireball gets to be later on. Normally the ability to melee a little helps compensate, when measured against fighters who probably have about +3 to hit and damage and AC relative to the druid. This campaign, like I say, I'm glad I had the option of not wasting the proficiency. Even as a bear I'd be something of a paper tiger.
Footnote (earlier effort cut short as I had to rush out and buy some meat for Sunday lunch as the thieving {redacted} cats managed to abstract the pheasant from where I'd left it defrosting):
Please be aware that this is not so much a litany of complaints, more a means of managing my fellow-players' expectations - this being the thread for strategic discussion concerning the campaign and all. :)
One secret for Mellowbeorn though, when you hit 7th level, choose Bear as one of your shapes. Change into your Beorning Bear shape first and then double your size with the Druid ability. You will be a fearsome fighter of awesome strength with incredible HP and can wrestle and beat a Black Troll, though of course in the meantime the Ranger Archer might drop two, it helps a lot. Besides, keep plugging Profs into the Bear form and you will be a solid fighter, supporting but solid.Quote:
Originally posted by Malacandra
Make good use of oil and your Protection from Fire spell. It is effective in combat. Use your spells for sieges well, if you need to take out a fort or hard point, having 3+ Call Lightnings up and running will make the MU jealous.
BTW: I allow stacking of the Control Temp spell, think about what that could mean.
Well, the Bear thing was pretty much a given and the main reason why Little Bear is called what he is. :lol: At present it's strictly for emergencies only or for looking cool, since even with the extra proficiency* in it my net chance to hit is that of a 3rd level cleric +2 (the same as a 3rd level fighter with no bonuses), and meanwhile I'm stuck unable to cast spells and have a poor AC even when I'm not comparing it to someone who's like 13 places better give or take. In a year or two of playing time I certainly anticipate pulling that move for the lulz if nothing else, and because it's one of those things you have to do if you're a Beorning.
(*I'm next due a proficiency at 6th level, yes?)
Looks like Control Temperature can give enemies a DM-adjudicated case of heatstroke or hypothermia assuming they're obliging enough to wander into the small stationary zero-range area of effect, though I don't see how I get to be immune to the effects myself while I'm at ground zero. Time enough to discuss it when I hit 6th level, I guess. And the advantages of being fireproof occurred to me a while back, up to setting myself on fire if necessary.
I fully appreciate the good points of Call Lightning in the right time and the right place. The only trouble is, as I already said, it needs an outdoor stationary target and helpful weather, a combination of circumstances that won't arise often and still less with an actual live creature to fire it at. I doubt the mage will begrudge me my moment of glory when and if it finally rolls around. :lol:
Actually as the bear you fight as a bear of your HD with the +2, not as a Cleric. You also take less damage from arrows and swords as a bear. I might have failed to let you know that. Sorry if so. I believe it is ¼ damage in fact, but let me check that.Quote:
Originally posted by Malacandra
I think you mentioned half damage from arrows, but I certainly didn't understand that I fight as a 6HD monster - that makes a big difference, especially with the +2. (There is a reference on the character summary to "The Bear" but I didn't realize that meant me!) :cool:
*edit* and says an extra HD for every two of my levels. Nothing about swords - normally a Large creature takes more damage from short, long, bastard, two-handed swords and a number of other weapons.
(my) Wearbears: Base AC: 2/D, move 15", att: 2-8/2-8/2-7 at 6HD bearhug 2-16. Largely Vegetarian and Fidh eaters, Despies furries, heal at 3x rate, take ¼ damage from non-silver missiles and slashing weapons. May enrage in battles in which case +2 to hit and +4 damage and fight to -10HP.Quote:
Originally posted by Malacandra
Ah, didn't realize I was a werebear - I thought it was just a version of the druidic beastform. (I know Beorn himself was pretty much the archetypal werebear and when he turned up at the BOVA* he appeared immune to every weapon the Goblins used on him, but I figured him for an exceptional case.)Quote:
Originally posted by What Exit?
(* Battle of V (five) Armies)
:lol:Quote:
Originally posted by What Exit?
Furriers too. :lol:Quote:
Originally posted by Malacandra
[quote=What Exit?]Furriers too. :lol:[/quote:338u3vqm]Quote:
Originally posted by Malacandra
It's funnier the way you wrote it. Seen this? :smile:
As well they should. I remember showing my kid brother, who plays with me IRL but never played 1st Edition, the 1st Ed Monster Manual. He was laughing out loud at the 88hp "huge ancient Red dragon," the 128hp Tiamat, and the 160hp Bahamut.Quote:
Originally posted by What Exit?
I think it's tricky maintaining the balance between the classes when (as shown by this party), all the Dwarves have 18 or 19 in Strength, Constitution and Dexterity, get bonuses to fight Orcs and Giants and can wear Dwarvish Plate which is exceptional.Quote:
Originally posted by What Exit?
It's true that most spellcasters also get a 19 in their main ability, but it's nowhere near as good.
And once you have such tough PC Fighters, the Monsters need to be tougher. So then only the Dwarves can really risk fighting. It would be incredibly foolish (for example) for a Cleric to fight when he could heal the Dwarf. And thus PCs get 'locked in' to a narrow range of behaviour.
Who would want to play a Mage for 10 ineffective and boring levels?Quote:
Originally posted by What Exit?
Quote:
Originally posted by What Exit?
I'm not sure of the benefit of this sort of comparison. :smackQuote:
Originally posted by OneCentStamp
I've played in a campaign when a 'Cloud of Darkness' turned up:
- 1000hp
- always hits (in an area of 10,000 square feet)
- does 1000hp of damage to anything it hits (no save)
- unless killed, regenerates all hp at the end of the round
- anything killed by it cannot be resurrected
- move 30
Presumably this would completely obliterate any of your monsters (giants or dragons). :smash:
In this campaign, it was just a wandering monster. :eek:
Well I admitting to unbalancing the game as far as clerics. They don't fit well my idea of ME and they do suffer. But I don't think you can say that Deor or Ghân are really suffering in the Dope campaign. Thoroncir holds his own with the two Dwarves and now Hraedsig is doing so. The trick is a mage and a druid for that matter get really powerful at 11th and 12th levels respectively. Of course Bards get the advantage of flying up their Bardic levels and become fair spells casters that fight and scout well. It really balances out well for all but the Clerics and Monks and I don't encourage Monks at all.Quote:
Originally posted by glee
What works in my world with careful DM'ing would not work as a rule book for someone that was not looking ahead to see where the characters might fit into the future history and looking back to see how they connect to the past the Professor provided.
When Armande picked a Cleric, I was surprised. He knows my world fairly well and knew it would be the least powerful character in the group. He thought it would be a challenge though and useful to the party.
Quote:
Originally posted by What Exit?
Quote:
Originally posted by glee
I appreciate that you are (successfully :smile: ) aiming for a story-like experience.Quote:
Originally posted by What Exit?
I wouldn't say Ghân or Deor were suffering - but I knew Druids had more spells than any other caster (and also would be specifically useful in Middle Earth). The point is that all the Fighters are far more powerful than the average so I don't agree it balances out.
Looking around my tabletop campaign last weekend, the Fighters had an average of around 16 str, 16 con and 10 dex. This makes a big difference.
[quote=glee]Quote:
Originally posted by What Exit?
Quote:
Originally posted by glee
I appreciate that you are (successfully :smile: ) aiming for a story-like experience.Quote:
Originally posted by "What Exit?":3cz9csnr
I wouldn't say Ghân or Deor were suffering - but I knew Druids had more spells than any other caster (and also would be specifically useful in Middle Earth). The point is that all the Fighters are far more powerful than the average so I don't agree it balances out.
Looking around my tabletop campaign last weekend, the Fighters had an average of around 16 str, 16 con and 10 dex. This makes a big difference.[/quote:3cz9csnr]
In the Sea Battle of course the two big spellcasters did more to win the battle than all the fighters in the party though.
The archers always hold their own. Deor's sleeps and your entangles have down a lot throughout.
Err, that would be me, then.Quote:
Originally posted by glee
It's an interesting conversation, but neither of you have mentioned thieves at all. There isn't much for them to do really, none of the squirrels have pockets. :wink:
I didn't give Mulligan enough to do? I thought I did. I am sorry. Between the sling and the backstabs and the sneaking and searching, I thought Mulligan and Elfstan often dominated the game at times as far as action. Just not in combat.Quote:
Originally posted by CatInASuit
I agree - Mulligan especially has been in the thick of things very often, even at low level when (s)he and Gil-Gandel were sneaking into an orc cave to organise a prisoner breakout. It's not really been a pocket-picking campaign, but then, few campaigns are unless they're deliberately thief-centric and mainly urban.Quote:
Originally posted by What Exit?
I thought about playing a sneak in Jim's game but was not sure how much i could post. Turns out i can a lot. I find there is allmost allways something for me to do on a sneak.
Quote:
Originally posted by glee
Oh, for sure in a sea battle of wooden ships a 'Flaming' Druid and a 'Fireball' MU will do a lot. But that's a very specific case.Quote:
Originally posted by What Exit?
You obviously have powered up the bows too (and given Hobbits a +3 on missiles etc).
Sleep is fine up to 4HD and Entangle works well out of doors. But the Dwarves would do perfectly well without either spell!
Well that presumably is because all Thieves in these campaigns get Elven Cloak and Elven Boots, giving a 50% bonus to both Move Silently and Hide in Shadows (plus an AC bonus).Quote:
Originally posted by Whtwulf
A 3rd level Thief with (say) 45% in both Move Silently and Hide in Shadows is not going to do much scouting!
Nope it has more to do with i am an evil sneaky bastard that will find ways to do things that are so off the beaten track that some DMs have asked me not to play a thief type. This is not counting what happens to that loot when i am around playing one. I draw the line on stealing right out of my party members backpack and pouches but its good to know where so and so keeps his spare healing potions and such in case of an emergency.
In this type of a setting for a game i would be a bit hamstrung because of the delay in coms. between all of us, so playing a fighter is probably the best bet.
Relax, I was commenting more on the fact that there has only been one pickpocket action taken on the 'Dope game although Mulligan is more than capable of getting involved in all the action. It's not really a game for characters that steal, more for using thiefly abilities to assist others.
Just for note, she wasn't using Elven cloak/boots at a the start of the game, but that didn't stop her.