Post by jonathan1971 on Nov 25, 2020 22:04:04 GMT -5
is a real slogg fest. I had to back track to Lee's Hold to rest. And that's with two magic users. At least in part one my mage made the troll his %^&*@. After getting shot by an arrow my mage cast a 3d6 fireball on him and rolled 17 on the damage dice.
I'll finish part two in the next couple of days. Hopefully alive in the end.
Post by mister frau blucher on Nov 26, 2020 11:30:27 GMT -5
It is a bit of a struggle, by design. But it is also a significant challenge for us - balancing the combats and the chance to complete the adventure. George and I have had this conversation before. We want to do adventures that put you in dangerous situations, where the risk of character death is real. That needs to be mitigated by the strength of the opposition (not too strong for the party to overcome), as well as the frequency of opposition. That is, yeah, we can take on this encounter, but how about four back-to-back with no chance to rest?
That is not just solved with dropping healing potions around, as that is too easy, too gamey. We have places you can retreat to, and sometimes allies to fill out the party, as you will hopefully discover in part 2.
Thanks for the feedback - we will be happy for any more that you give us!
Also, please be aware of the new experience rules. When I wrote EOO, it was for the oldest iteration, where to increase an attribute cost the new attribute in points (so to raise DX to 13 from 12 cost 13 points). At one point this got changed on me, and changed the way all of our games played out. It was changed because there was a (largely accurate) feeling that it was too easy to increase attributes, especially in relation to skills. After going around the last few months, the new cost (as seen in the most recent version of the rules, downloadable now) is the attribute desired, plus 5. So the 13 DX now costs 18 points. More difficult, but the adventure does not scale past it like the previous method.
Post by jonathan1971 on Nov 26, 2020 13:19:03 GMT -5
I think you guys hit the exp. nail on the head with the change. Most of the TFT games I've seen encourage the player to min max his character. In the past I've had out of control types in Dark City games that honestly got boring after a couple of adventures cause they ended up with really high attributes. This becomes painfully obvious with fighter/tank types. Just increase your dex to compensate for any armor modifier and make sure to take a broadsword. I'm sure the same logic could be applied to other skill checks. The new exp forces you to build a well rounded party with a more strategically focused way of buying skill levels versus attributes. Wizards are still tricky...should I up IQ or the power of his Staff? I haven't quite decided yet.
I think you gave EOC plenty of healing potions but compensated with the idea of risk versus benefit. At least up to halfway through part two. That's when I had to go back to Lee's Hold. Both mages were down to less than half FT and the main fighter was at half strength.