D&D on Saturday

May 31, 2009 14:41

So, Fred ran a truly kicking conclusion to season 1 of his game yesterday, with our headquarters getting blown up, big plot reveals and all the other things that you might want to expect. One of the most notable things about the game is that we managed to include one of the players remotely. He's in NYC, but we set up video chat with the camera ( Read more... )

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Comments 13

drivingblind May 31 2009, 19:03:52 UTC
Small correction: the Grell was a level 9 elite (not 13th).

Was a damn fun game to run!

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srhall79 May 31 2009, 20:03:41 UTC
The biggest problem I see with the paladin's mark is the damage is based off charisma, but paladins can be built toward strength or charisma. A charisma-based paladin will keep raising the score, so damage keeps pace, but strength-based will have the divine challenge be less and less useful.

From my experiences, a paladin works great as a second defender. Various games I run or play in have had fighter/paladin, swordmage/paladin, and warden/paladin, and all those combos work well. Paladin solo can normally only cover on monster.

I'm very much looking forward to Divine Powers for paladin fixes, hopefully something to save it from having two prime attributes designated.

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rob_donoghue May 31 2009, 20:54:52 UTC
Thing is, even a charisma paladin is going to increase his damage by +1.5 over the course of 10 levels, so while it does go up, it's just not enough. But yes, for Strength Paladin's it's outright painful.

And absolutely agreed on the hopes for Divine Power.

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samldanach May 31 2009, 21:45:41 UTC
So, were you consciously emulating Full Frontal Nerdity? Or is it just a coincidence?

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rob_donoghue May 31 2009, 23:24:49 UTC
I'll have to look it up to get the reference, so I suspect coincidence.

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samldanach June 1 2009, 00:03:06 UTC
Start here.

The webcam continues as a character.

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nmccoy May 31 2009, 22:07:26 UTC
Random thought: Divine Challenge would be really solid if it dazed until the end of the target's next turn when it triggered.

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bryant May 31 2009, 23:52:20 UTC
Our cleric used Command today to knock a dragon prone while it was over a pit. Turns out you don't get a save; flying creatures knocked prone move straight down a distance equal to their flight speed, then drop and take falling damage no save. 5d10. Ow.

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