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Switch to Forum Live View Lair Assault: DM questions
2 years ago  ::  Sep 21, 2011 - 1:09PM #1
Clayfun
Date Joined: Jan 31, 2011
Posts: 38
I have been running lair assault for a few weeks and this last week the players exploded my brain. They came up with an absurd way to try and beat it, and I'm surprised that it works out by the rules, but it does.  The simple way is to make all end bosses immune to fear, but any other thoughts would be helpful.

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The group has had a couple attempts so far. This last week the entire group was made up of Dragonborn Battleminds. The players intent was to get to the end boss as fast as possible, and they got into his room on the fourth round just running past as much as humanly possible.

Once they got to Vell one guy smacked him with a flensing weapon doing 8 damage, but the special is that the target is considered "bloodied". Then the next player in the rotation used a power to let him roll 2 d20s and he used that on an intimidate, and with all the other powers/bonuses he rolled a 42, double Vell's will defense. I couldn't think of enought bonuses to Vell's Will defense to have the skill fail, and I let them have the win since it was ingeniously conceived. However, how the hell should that even be possible. Going forward all the end bosses should be statted with: Immune to Fear.

By this point 2 out of 6 were down and one might last through the end of round 4, but not much longer.



Any other thoughts on whether I should have allowed this (once, they know I won't let it happen again) or if there is a better way for a DM to handle this?
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2 years ago  ::  Sep 21, 2011 - 3:21PM #2
all4four
Date Joined: Feb 6, 2010
Posts: 22
In that particular scenario, I would have had MV just teleport through the portcullis (immediate reaction to being Bloodied) and run away thus denying the PCs a victory. If they wanted to chase him, fine, he just opened all the doors on the way out and now has a full entourage of allies protecting him.

Some creatures, like cultists, undead and fearless barbarians, can be made immune to Intimidate just by saying so. If the players do not like that then just "turn the tables" and Intimidate them -- especially their low WILL Defender(s) -- and see how they fast they complain.

Rules give the players boundaries on what they can and cannot do, they are merely "suggestions" for DMs.
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2 years ago  ::  Sep 21, 2011 - 7:18PM #3
FLAvatar
Date Joined: Jun 23, 2003
Posts: 1,048
actually, I think it is covered in the adventure booklet.  In the Running the Adventure section under the heading "Sophisticated Tactics," the conditions under which lair inhabitants would surrender is clearly noted (to me anyways)
INSIDE SCOOP GAMERS: In the new version of D&D, it will no longer be "Edition Wars." It will be "Edition Lair Assault." - dungeonbastard
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2 years ago  ::  Sep 21, 2011 - 10:19PM #4
jonathan_sicari
Date Joined: Sep 1, 2008
Posts: 3,346

Sep 21, 2011 -- 3:21PM, all4four wrote:


Rules give the players boundaries on what they can and cannot do, they are merely "suggestions" for DMs.





I don't want to start an arguement but I strongly disagree with this statement in 4th Ed and vehemently disagree with it where Lair Assault is concerned.

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2 years ago  ::  Sep 23, 2011 - 2:09PM #5
Clayfun
Date Joined: Jan 31, 2011
Posts: 38

Sep 21, 2011 -- 10:19PM, jonathan_sicari wrote:

Sep 21, 2011 -- 3:21PM, all4four wrote:


Rules give the players boundaries on what they can and cannot do, they are merely "suggestions" for DMs.





I don't want to start an arguement but I strongly disagree with this statement in 4th Ed and vehemently disagree with it where Lair Assault is concerned.


I have a lot of fun and tweak things in encounters, but Lair Assault seems to be geared for those who know how to exploit the rules to their advantage and encourages it. I was wondering if there were any other rules for being immune or uber high defense on Intimidate checks.

I should relook at the "Sophisticated Tactics" section, I may have missed the surrender bit while trying to deal with the players on the spot. 

The teleport didn't get big bad far enough out of sight for the battleminds to find him. I hadn't thought about the evil dudes intimidating the players.

Thank you all for the help and suggestions.

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2 years ago  ::  Sep 25, 2011 - 2:42AM #6
jonathan_sicari
Date Joined: Sep 1, 2008
Posts: 3,346

Sep 23, 2011 -- 2:09PM, Clayfun wrote:

Sep 21, 2011 -- 10:19PM, jonathan_sicari wrote:

Sep 21, 2011 -- 3:21PM, all4four wrote:


Rules give the players boundaries on what they can and cannot do, they are merely "suggestions" for DMs.





I don't want to start an arguement but I strongly disagree with this statement in 4th Ed and vehemently disagree with it where Lair Assault is concerned.


I have a lot of fun and tweak things in encounters, but Lair Assault seems to be geared for those who know how to exploit the rules to their advantage and encourages it. I was wondering if there were any other rules for being immune or uber high defense on Intimidate checks.

I should relook at the "Sophisticated Tactics" section, I may have missed the surrender bit while trying to deal with the players on the spot. 

The teleport didn't get big bad far enough out of sight for the battleminds to find him. I hadn't thought about the evil dudes intimidating the players.

Thank you all for the help and suggestions.




You probably didn't think of the bolded part because a) the rules specifically forbid it and b) most monsters would need a ridiculously high roll to succeed even against 'low will defenders'.

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