Tobold's Blog
Thursday, November 06, 2014
The Favorites of Selune - Skin Deep - Session 5

In the previous session the Favorites of Selune arrived in the Underdark and after a fight with some troglodytes were accepted into a clan of svirfneblin, having previously been transformed by sinister forces into svirfneblin form. In this session (which for real life reasons was a very short one) they set out from the svirfneblin clan towards a magical underground spring which they hope can transform them back. But they know that there are more troglodytes in the way, and the beholder they let loose onto the world in a previous adventure.

The strong point of 4th edition Dungeons & Dragons is tactical combat. Tactical combat is helped by interesting terrain, where the obstacles of the battlemap force players to make choices on how to place themselves. Having said that, "interesting" does not necessarily mean complicated. So what happened next to the group was an encounter in one of the simplest possible maps: A long, straight corridor. I made the passage 4 spaces wide, but included a 2x2 spaces large behemoth in the enemy group, plus 5 troglodytes of different types. So the players couldn't get past the behemoth without suffering from attacks of opportunity. And both sides were vulnerable to area attacks, as they couldn't very well disperse sideways.

Given those circumstances the group decided to concentrate fire on the behemoth. But the troglodytes had several powers that were quite powerful in confined spaces: They all had a stench aura around them making attackers suffer a -2 penalty to attacks. And the two spellcasters in the back had area attacks and a debilitating ray which caused weakness in targets already standing in a stench aura. So this turned out to be a tough fight, and the characters were forced to expend a lot of daily powers.

On the up side this fight established the Underdark as a dark and dangerous place. The downside was that with the penalty and weakness it took the players quite some time to finally beat down the troglodytes. And then they found themselves having expended many daily powers and were unwilling to face the beholder like that. So they turned around, went back to the svirfneblin, and spent another night there to recover. Of course having set out to kill a beholder and having returned a short while later because of a few troglodytes the group didn't really impress the svirfneblin, who could be heard snickering behind the adventurers back. Given the short time available this time, we ended the session there.

Back to the 5-minute workday, eh? I thought 4ed was the cure for that.
To "cure" the 5-minute workday you would need a system which does not have spells or powers with a "daily" cooldown at all. 4E is better than previous editions because it has tons of at-will and encounter powers which regenerate after each fight (and 5E copies 4E in that). But that only means that you aren't *forced* to stop adventuring because you used all your spells last fight. Unless the DM specifically creates "you can't rest here" situations, it is still the best strategy to use all daily powers as soon as possible and then rest after every fight.
I do hope a svirfneblin trader offers them a collection of potions and other devices to improve their performance and stamina.
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