During hiatus I'm revisiting the WWtH monsters and trying them out in actual 4e combat encounters. With the party at first level we tested out the beelion, the doppelganger freak and the laughing lambchop lizard, then tweaked the latter two and ran them again. After leveling the party up to level 2 and giving them appropriate gear, we completed a couple of level 2 encounters. It turns out the Weekly What the Heck is kinda shy on level 2 sample encounters, so this week we leveled 'em up again and moved on to level 3. The party is still:
A goliath warden
A gnome bard
A longtooth shifter ranger
A deva invoker
The girls decided the gimmicky Teleport Temple was no fun anymore, so they told me their characters were leaving. Fine. They stepped outside into the Dragon Graveyard map from Fantastic Locations: Dragondown Grotto. The last time they were here they almost lost half the party. *evil laughter* My favorite frightened wizard ran by again, yelling 'It's the zombie apocalypse! Aaah!" A half-dozen zombies and guy who kinda looked like a vampire came shambling out of the shadows around them. This was almost the level 3 sample encounter from the scorpire vampion entry, but I replaced the gravehound with a scorpire scuttler.
The girls spotted the minion-ness of the zombie rotters pretty quickly and made short work of the lot of them. The zombie brute put up a little more of a fight but not much. One of the items they picked up for the ranger was a +1 sunblade scimitar, and she was enjoying its radiant damage very much. In fact, a critical from the scimitar in the third or fourth round took the corruption corpse from full hit points to two.
Meanwhile, the WWtH monsters weren't faring much better. The scorpire vampion missed the warden with his hypnotic gaze, and only caught the warden in his confounding stare blast. But the warden made her beginning-of-turn saving throw against the stare and was right back on him. The scuttler leaped out from a hiding place and attacked the bard, but missed with the bite part of its scorpilock attack. The gnome faded away and got behind cover where she could blast the scuttler with impunity. The scuttler tried to daze the invoker but failed due to the bard's misdirected mark, then couldn't hit with its bite either. With their recharge powers spent (and not recharging, despite what felt like a dozen rolls) the scorpires were easily defeated.
The scorpires were obviously created before I read the design advice somewhere that a monster should have one recharge power at most. That advice is dead on. Tracking the multiple possible recharges on just two monsters was a pain. Also, it's a little weird how the hypnotic gaze works differently on the scuttler and the vampion (a minor action for one, standard for the other). A little rework and another playtest is in order, I think. My initial thought is that scorpilock should be at-will, confounding stare should be encounter, and hypnotic gaze should be a standard action for both monsters (and possibly also at-will, at least for the vampion).
Thursday, September 17, 2009
Friday, September 11, 2009
Playtesting the Ridgeback
During hiatus I'm revisiting the WWtH monsters and trying them out in actual 4e combat encounters. With the party at first level we tested out the beelion, the doppelganger freak and the laughing lambchop lizard, then tweaked the latter two and ran them again. After leveling the party up to level 2 and giving them appropriate gear, we've started in on the level 2 monsters. The party is still:
A goliath warden
A gnome bard
A longtooth shifter ranger
A deva invoker
Last week we got through one encounter showcasing the sabre-tooth lycotaur. This week we tried out the ridgeback loper. The map was still Teleport Temple from the War Drums Starter Set. The party started in the top center of the image to the left, hanging out outside the room after their encounter with the lycotaurs. Since I liked the frightened screaming wizard so much last week, he ran by again. "A wizard runs around the corner yelling 'Goblins on giant lizards are attacking! Aaah!' Roll for initiative."
The encounter was two ridgeback lopers and four goblin warriors, with two goblins mounted on each loper in side baskets like in the picture on the monster entry. Oops, looks like in trying to alter the encounter to put in evil enemies I missed the "rider nth level or higher" rule that mounts always have. Oh well, it's a weird rule anyway. The first loper was spotted in the opening just below the square wall/pillar/whatever. The party (except the invoker) won initiative and charged it. Then the second loper came around the corner at the top left of the map and its goblins started throwing things at the invoker.
Surrounded, the bard and invoker ducked for cover and plugged away with their ranged attacks. The ranger and warden pretty quickly dispatched their loper and scattered the two goblins. The goblins moved next to the nearby teleporters and the ranger and warden obliged me by missing each of them, allowing them to use goblin tactics to shift into the teleporter and blink away to the upper right corner where they could join in the harassment of the other two PCs.
Meanwhile, the loper-and-two-riders arrangement was turning out to be quite vulnerable to the invoker's area attacks, but the invoker was pretty vulnerable to their highly mobile return fire. The loper fell first, however, and the deadly bard followed up by using an action point to viciously mock both riders to death in one round. After that the party easily chased down and mopped up the last two goblins.
The lopers were probably too constrained by the tight hallways on the Teleport Temple map. They were pretty effective anyway, granting their two riders hefty attack and damage bonuses almost every round (especially the second one, which had more room to maneuver). If the battle had taken place on a wide open outdoor map, I'm sure the PCs would have taken a lot more damage from bonus-laden missile fire.
The encounter composition raised one interesting question, though. The goblin warriors get +1d6 damage if they move more than 4 squares due to great position, but the loper also grants +1d6 damage with hopping gait if it moves more than 4 squares. I presume the warriors get the bonus even though they're not using their own move since it's just based on distance from starting square, but then do the two damage bonuses stack? I was ruling that they didn't since it seemed like an overwhelming amount of damage if they did, but I'm not sure that was right.
A goliath warden
A gnome bard
A longtooth shifter ranger
A deva invoker
Last week we got through one encounter showcasing the sabre-tooth lycotaur. This week we tried out the ridgeback loper. The map was still Teleport Temple from the War Drums Starter Set. The party started in the top center of the image to the left, hanging out outside the room after their encounter with the lycotaurs. Since I liked the frightened screaming wizard so much last week, he ran by again. "A wizard runs around the corner yelling 'Goblins on giant lizards are attacking! Aaah!' Roll for initiative."
The encounter was two ridgeback lopers and four goblin warriors, with two goblins mounted on each loper in side baskets like in the picture on the monster entry. Oops, looks like in trying to alter the encounter to put in evil enemies I missed the "rider nth level or higher" rule that mounts always have. Oh well, it's a weird rule anyway. The first loper was spotted in the opening just below the square wall/pillar/whatever. The party (except the invoker) won initiative and charged it. Then the second loper came around the corner at the top left of the map and its goblins started throwing things at the invoker.
Surrounded, the bard and invoker ducked for cover and plugged away with their ranged attacks. The ranger and warden pretty quickly dispatched their loper and scattered the two goblins. The goblins moved next to the nearby teleporters and the ranger and warden obliged me by missing each of them, allowing them to use goblin tactics to shift into the teleporter and blink away to the upper right corner where they could join in the harassment of the other two PCs.
Meanwhile, the loper-and-two-riders arrangement was turning out to be quite vulnerable to the invoker's area attacks, but the invoker was pretty vulnerable to their highly mobile return fire. The loper fell first, however, and the deadly bard followed up by using an action point to viciously mock both riders to death in one round. After that the party easily chased down and mopped up the last two goblins.
The lopers were probably too constrained by the tight hallways on the Teleport Temple map. They were pretty effective anyway, granting their two riders hefty attack and damage bonuses almost every round (especially the second one, which had more room to maneuver). If the battle had taken place on a wide open outdoor map, I'm sure the PCs would have taken a lot more damage from bonus-laden missile fire.
The encounter composition raised one interesting question, though. The goblin warriors get +1d6 damage if they move more than 4 squares due to great position, but the loper also grants +1d6 damage with hopping gait if it moves more than 4 squares. I presume the warriors get the bonus even though they're not using their own move since it's just based on distance from starting square, but then do the two damage bonuses stack? I was ruling that they didn't since it seemed like an overwhelming amount of damage if they did, but I'm not sure that was right.
Tuesday, September 8, 2009
Playtesting the Saber-Tooth Lycotaur
During hiatus I'm revisiting the WWtH monsters and trying them out in actual 4e combat encounters. With the party at first level we tested out the beelion, the doppelganger freak and the laughing lambchop lizard, then tweaked the latter two and ran them again. Last Sunday we leveled the party up to level 2, gave out appropriate gear as level 1 parcels, and started in on the level 2 monsters. The party is still:
A goliath warden
A gnome bard
A longtooth shifter ranger
A deva invoker
We got through one encounter showcasing the sabre-tooth lycotaur. This time the map was Teleport Temple from the War Drums Starter Set. The party started in the room in the top center of the image to the left. The girls tried pulling some kind of story setup out of me. I wasn't in the mood, so I went with "A wizard runs past the doorway yelling 'Lycanthropes! Aaah!' Roll for initiative."
I like the image of the frightened screaming wizard so much I might use it to start every session from now on.
The encounter was similar to the level 3 lycotaur sample encounter, downgraded to level 2 with only two lycotaurs and one wererat instead of three and two. The monsters started near the teleporters in the upper right corner. They won initiative and charged the party, but only one rat got close enough to actually attack in the first round.
The rats were dropped pretty quickly, but bought the wererat some time to get in position. The lycotaurs stood back and threw invisible logs at the warden for most of the fight, setting her up to take sneak attack damage from the wererat. This synergy worked really well for a few rounds until the ranger and the warden managed to take out the wererat.
While the wererat was being whittled down in melee the invoker was softening up the lycotaurs, so once the wererat fell they followed pretty quickly. The last monster tried the flash the bling/confusing lick combo as a desperation measure, but was foiled by the needed dual attack roll (the burst only affected the ranger and the lick didn't hit her Fortitude). When the lycotaurs fell I forgot about their ferocity power, but it really wouldn't have made any difference.
Everything went pretty well with this fight. I would have liked to see the flash/lick combo actually connect to see what chaos it unleashed, but the fact that three attack rolls against different defenses need to hit for any damage to be done (flash/Will, lick/Fortitude, charge (and maybe OAs)/AC) is really the factor that balances that attack anyway.
A goliath warden
A gnome bard
A longtooth shifter ranger
A deva invoker
We got through one encounter showcasing the sabre-tooth lycotaur. This time the map was Teleport Temple from the War Drums Starter Set. The party started in the room in the top center of the image to the left. The girls tried pulling some kind of story setup out of me. I wasn't in the mood, so I went with "A wizard runs past the doorway yelling 'Lycanthropes! Aaah!' Roll for initiative."
I like the image of the frightened screaming wizard so much I might use it to start every session from now on.
The encounter was similar to the level 3 lycotaur sample encounter, downgraded to level 2 with only two lycotaurs and one wererat instead of three and two. The monsters started near the teleporters in the upper right corner. They won initiative and charged the party, but only one rat got close enough to actually attack in the first round.
The rats were dropped pretty quickly, but bought the wererat some time to get in position. The lycotaurs stood back and threw invisible logs at the warden for most of the fight, setting her up to take sneak attack damage from the wererat. This synergy worked really well for a few rounds until the ranger and the warden managed to take out the wererat.
While the wererat was being whittled down in melee the invoker was softening up the lycotaurs, so once the wererat fell they followed pretty quickly. The last monster tried the flash the bling/confusing lick combo as a desperation measure, but was foiled by the needed dual attack roll (the burst only affected the ranger and the lick didn't hit her Fortitude). When the lycotaurs fell I forgot about their ferocity power, but it really wouldn't have made any difference.
Everything went pretty well with this fight. I would have liked to see the flash/lick combo actually connect to see what chaos it unleashed, but the fact that three attack rolls against different defenses need to hit for any damage to be done (flash/Will, lick/Fortitude, charge (and maybe OAs)/AC) is really the factor that balances that attack anyway.
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