Madrigal etc.

Apr 06, 2009 14:32

I have a moment in between things, in part because of the rain causing an impromptu study hall rather than doing various sports outside, to mention my weekend jaunt to Madrigal. The winner of the betting pool about me getting lost, kind of, is russiandude, as I did make one phone call to bitsyboo but not for directions! I have to say the GPS worked perfectly, ( Read more... )

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kelkyag April 7 2009, 06:45:36 UTC
Glad you were there!

how much setup time

Six hours and change, one person full time and one person most of the time. There was a chart of what needed to connect to what, so it was just a question of picking reasonable spaces and making sure paths didn't double back on themselves so tightly that the PCs could jump corners ... and tying lots of strings to trees. I'd never thought of that as time consuming before.

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Polearms, arrows and healing create_universe April 7 2009, 15:16:00 UTC
I've heard the polearm comment before from NPC's. I know that in particular House Beacon employs then en masse, and for that reason a lot of NPC's are reluctant to face them. It is kind of an odd dynamic. I can easily understand why NPC's would not enjoy fighting that kind of formation, but does that mean PC's should not try to field effective formations? I guess that is the kind of problems you face when you try to turn war between enemies into a game between friends.

I am a dilettante archer, and I am making a good faith effort at trying the foam golf balls. I have been using the lighter unsealed neon colored ones though. When I saw the ones Monster Camp was using get employed it was pretty scary. After the little archery duel mod was run by jjmarika several of us started seriously considering switching to them ( ... )

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Re: Polearms, arrows and healing jjmarika April 7 2009, 15:44:02 UTC
The issue with the polearm wall is that they're not terribly fun to fight, because a two-claw fighter just gets torn apart by them. Which is good, because it's an effective methodology, but bad, because:

1. people don't want to fight them, which is less fun for the players who presumably want to fight things, and
2. the basic strategies for dealing with a line like that are also unfun for players. (By basic strategies I mean the things you do to polearm walls to make them not as effective - pelting them with spells or arrows, or unleashing some hideous maim-beast on them.)

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Re: Polearms, arrows and healing marcus_sez_vote April 7 2009, 15:46:17 UTC
Yeah I pretty much agree with all you say here. Clearly a plotline should be developed for each effect.

"OKAY today we're going to take on the Agony Beast...not too hard...it's when we get to the Root and Maim beast that it gets tougher...Drain, Destroy, Paralyze, and Death are going to be rough."

Be well.

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Re: Polearms, arrows and healing marcus_sez_vote April 7 2009, 15:44:11 UTC
I've heard the polearm comment before from NPC's. I know that in particular House Beacon employs then en masse, and for that reason a lot of NPC's are reluctant to face them. It is kind of an odd dynamic. I can easily understand why NPC's would not enjoy fighting that kind of formation, but does that mean PC's should not try to field effective formations? I guess that is the kind of problems you face when you try to turn war between enemies into a game between friends.In part it comes down to how the polearms are constructed and how they are wielded. Also, unless the creature is mindless or suicidal, it would not advance into the teeth of polearms. What really needs to be done is to put out more casters/archers to counter the polearm lines. I don't think there's anything wrong with the PCs fielding effective formations. However when there aren't enough NPCs to field an effective formation (based on number of NPCs, number of weapons, etc.) then it gets tiresome after a while. The NPCs have to exert more energy to try and give the ( ... )

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