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1 year ago ::
Feb 01, 2009 - 1:02AM
#1
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I just finished all of SPEC1-2 that I'm ever going to see, and the whole experience has left such a bad taste in my mouth I'm still trying to understand it.
I guess I just don't understand what the special is supposed to be. Is it intended to be playable in two slots, or are most groups intended to fail halfway through? Is it intended to be playable by a pickup group at a convention, or only by experienced teams of optimized PC's? What percent of tables should fail the mod? What percent of groups are intended to TPK? What percent are just supposed to run out of time?
The mod opens with a combat against insubstantial creatures and creatures that weaken and immobilize you. The GM finally called the fight after about 120 minutes, long past the point where there was any real danger to the party but before we had killed all the opponents. We just couldn't deal enough damage when it was reduced to 25%.
The second battle took almost as long, and ended with the boss turning insubstantial and flying away to regenerate. The judge gave us the option of letting him go and losing the treasure or chasing him around doing half damage while he healed. We let him go.
The third battle opened with insubstantial creatures paired with weakening attacks again. We lost initiative, and almost everybody was immobilized, weakened, and bloodied after the first round. We quit after the third round, when the boss rolled double-sixes and recharged both major attacks.
We were playing low. The table was four 7th level characters, one 8th, and one 9th. Party composition was well balanced, but the builds weren't optimized and player skill was uneven. We had, in retrospect, no chance WHATSOEVER of finishing the mod.
Afterwards, I felt terrible, my friend felt terrible, the judge felt terrible. I just can't understand what went wrong. Is this the way the mod is supposed to run?
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1 year ago ::
Feb 01, 2009 - 7:46AM
#2
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welcome to the living campaign. In Living Greyhawk the Core Specials were easily some of the most dangerous and deadly modules produced.
I am not sure if at the convention it is released at if the GM is keeping track of how far each group makes it within the time slot or not. But I know in LG they did this. Not sure what they did with that info but they did it. And it made for good talk around the tables at the convention as well. "well our group did this and made it this far" etc.
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1 year ago ::
Feb 01, 2009 - 9:19AM
#3
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- Senior Volunteer Community Lead
- Dragon Slayer
- D&DI News Guide
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Feedback for modules usually *does* trickle up the chain to HQ, though feedback here is often appreciated as well, as the Globals read these forums.
I don't have any answers for you, I'm afraid, as I haven't played either of the SPEC mods yet.
Wolf Star76 Community Advocate (SVCL) for D&D Organized Play, Avalon Hill, and the DCI/WPN DDi Guide Interested in judging D&D at PAX EAST? Fill out this PDF [Link fixed - 2/8/10].
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1 year ago ::
Feb 01, 2009 - 11:58AM
#4
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I just finished all of SPEC1-2 that I'm ever going to see, and the whole experience has left such a bad taste in my mouth I'm still trying to understand it.
I guess I just don't understand what the special is supposed to be. Is it intended to be playable in two slots, or are most groups intended to fail halfway through? Is it intended to be playable by a pickup group at a convention, or only by experienced teams of optimized PC's? What percent of tables should fail the mod? What percent of groups are intended to TPK? What percent are just supposed to run out of time? Specials are meant to be tough adventures. They aren't like normal mods. They are supposed to push you to the limit and have killed quite a few PCs. a lot of Specials have been meat grinders. Perhaps you didn't know that going in, and if so, I can understand your confusion. They usually have more xp/gp and better treasure, but it doesn't come easily.
Specials are always go better when played by a balanced party. I knew of several tables of the SPEC1-1 that had a hard time of it at GenCon last year, but my table, a pretty well balanced party, made it through in one slot.
So take it with a grain of salt. Remember in the future that SPEC mods are going to really challenge you and if your party isn't up for it, it can be an exercise in futility. But like I said, the rewards can be well worth it.
Get power cards at the Dungeon Crawl! Now with Dragon 382 & 3 and Primal power Barbarian & Druid! (Psst! You can fan it on Facebook too) Wizards fight dirty. They hit their enemies in the NADs. A barbarian hits people with his axe. A warlord hits people with his barbarian.
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1 year ago ::
Feb 01, 2009 - 1:27PM
#5
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Just got back from the DDXP and this particular event was both the best and worst of the con for me. I'll preface this by saying that my group were all friends and have much experience with each others tactics. We play an all dwarf band with 2 defenders, 2 strikers, and one leader. We decided to take the adventure in its 'hard' version and it lived up to that name. After the first fight we were a tad concerned about the way things went. After two we seriously considered retreating and ending it. But after that things went from bad to epic for us. I don't want to give too much away, so I won't go into specifics, but these are the down sides for me. Spoiler:
Show
Multiple fights started with the PCs grouped up with little to no room to maneuver. I really don't mind this once in a while, but when fights start as a grinder where you can't leave a 3x3 area for 6 rounds of combat things get rather repetitive. Of course, the second encounter that started in this manner was prefaced by our DM saying "..and this is the encounter XXXXXX created, who spent far too much time reading the Draconomicon book.". (you KNOW who you are! :P Of course, you can see where this is leading. I started with a low initiative and started my first turn around 15 minutes in, far into bloodied, and with several ongoing effects. At least as a ranger I had a throwing hammer. And the good points of the evening. Spoiler:
Show
Now on the plus side, I think the encounter themes were well thought out. Especially the final battle. I feel sorry for anyone who had to stop early and missed it. The iconic monsters littered throughout made us treat things much more seriously than any typical LFR adventure. They were challenging and forced adaptation to the various situations presented. Finally, by hat is tipped to the person who devised the adventure's plot line. By far the best of the Con. Overall, our group gave a score of 4 out of 5 for the adventure. I'll admit to being the lone person to give it a 3, but in hindsight I would give a 4. Some of the people I talked to after it was over were amazed anyone was able to complete the hard version at all. (Shameless self glorification there *grin*) Special thanks to our DM (name escapes me atm) who had to put up with the merry band of drunken dwarves who shout Tempus too much for making it a memorable experience!
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1 year ago ::
Feb 01, 2009 - 1:49PM
#6
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They usually have more xp/gp and better treasure, but it doesn't come easily. Be aware that "more" doesn't necessarily mean "better." I will agree that the specials, at least in LFR, offer more XP and treasure, but I would argue that it is certainly not better.
Most seasoned players will tell you that the quantity of XP or GP that you earn is not important in and of itself, but rather, the ratio of GP:XP is. The higher, the better.
So far, both SPEC1-1 and SPEC1-2 have offered LESS treasure than your typical adventure when compared to the amount of XP earned. Furthermore, if you select an item as opposed to more gold, you really fall behind the curve due to how the more gold option is set up.
Fortunately, I play the specials for the story, fun, and challenge associated with them, so I'm willing to live with the sub-par rewards.
Check out some of the modules I've written:
IMPI1-3 Lost Souls SPEC1-3 Ghosts of the Past: Dark Portal (P1) DALE1-7 Arts (co-author) CORE2-1 Killing the Messenger (co-author) CORE2-3 High Infidelity CORE2-7 Enemy of my Enemy [coming soon] CORE2-10 Upon a Sea of Stars [2 rounds - coming soon]
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1 year ago ::
Feb 01, 2009 - 6:55PM
#7
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Just got back from the DDXP and this particular event was both the best and worst of the con for me.
I'll preface this by saying that my group were all friends and have much experience with each others tactics. We play an all dwarf band with 2 defenders, 2 strikers, and one leader. We decided to take the adventure in its 'hard' version and it lived up to that name. After the first fight we were a tad concerned about the way things went. After two we seriously considered retreating and ending it. But after that things went from bad to epic for us.
I don't want to give too much away, so I won't go into specifics, but these are the down sides for me.
Spoiler:
Show
Multiple fights started with the PCs grouped up with little to no room to maneuver. I really don't mind this once in a while, but when fights start as a grinder where you can't leave a 3x3 area for 6 rounds of combat things get rather repetitive. Of course, the second encounter that started in this manner was prefaced by our DM saying "..and this is the encounter XXXXXX created, who spent far too much time reading the Draconomicon book.". (you KNOW who you are! :P Of course, you can see where this is leading. I started with a low initiative and started my first turn around 15 minutes in, far into bloodied, and with several ongoing effects. At least as a ranger I had a throwing hammer.
And the good points of the evening.
Spoiler:
Show
Now on the plus side, I think the encounter themes were well thought out. Especially the final battle. I feel sorry for anyone who had to stop early and missed it. The iconic monsters littered throughout made us treat things much more seriously than any typical LFR adventure. They were challenging and forced adaptation to the various situations presented. Finally, by hat is tipped to the person who devised the adventure's plot line. By far the best of the Con.
Overall, our group gave a score of 4 out of 5 for the adventure. I'll admit to being the lone person to give it a 3, but in hindsight I would give a 4. Some of the people I talked to after it was over were amazed anyone was able to complete the hard version at all. (Shameless self glorification there *grin*) Special thanks to our DM (name escapes me atm) who had to put up with the merry band of drunken dwarves who shout Tempus too much for making it a memorable experience! As the DM, I should comment that you forgot to mention what was, to me, the best aspect of your group playing the adventure. Halfway through, y'all looked at me and asked for 15 minutes to consider not continuing - then proceeded to complete successfully before any other table (with quite effective use of tactics and PC abilities, I should add).
As for Specials in general, I consider the SPEC adventures to be the meatgrinders of a Living Campaign, both as a player and as a GM. As a player, I bring my A-Game and expect that I'll still need to roll well. As a GM, I strive for one ideal result - for the PCs to succeed with no healing surges or daily powers left (basically, to scrape by). Now, that doesn't always happen because the dice fall where they do, but my experience has been that if you walk in expecting to be challenged most of the way through, you will not be disappointed.
Spoiler:
Show
I also agree that a certain global admin's Draconomicon needs to be confiscated and burned, and his DDI account should be modified specifically to block him from accessing Draconomicon monsters via Rules Compendium. :P
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1 year ago ::
Feb 01, 2009 - 7:18PM
#8
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The LFR Special is brutal. B-r-u-t-a-l. Especially if played by a group that isn't paying attention or isn't really "in tune" with what's available to their characters, monsters, and environments.
That said, my group for the Special did extremely well! They managed to do the entire thing without taking an extended rest (failing identification rolls sucks for the party) by re-thinking their tactics in certain encounters.
Without making any spoilers in this post, if any of you happen to see me at an event or convention, ask me about the dragonborn and the football run - it's a story that I'd be more than happy to share.
I really enjoy taking parties through the Specials. They can be challenging but regardless of what's going on combat-wise my players always find a way to work in their own unique charms.
I'm sorry you had a negative experience with this!
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1 year ago ::
Feb 01, 2009 - 8:36PM
#9
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I havent played this but it couldnt be as bad as specials like pits of azak zil seriously you cant build encounters like you could in 3.5 if you follow the 4.0 dmg about what monsters you can face. I mean compair any 4.0 6th level encounter to a mob of undead... very likely to TPK, 4e as a whole toned down the TPKage in so many ways.
Characters die, normal LFR mods have nearly no challange so I consider those somewhat grindes to get me in a good position for specials so that I have a fighting chance. Also Specials are the only mods I ever play down on because they are the only mods written to challange ALL players not just the more casual but even the hard core powergamer.
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1 year ago ::
Feb 01, 2009 - 9:01PM
#10
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Oh... don't get me started on mobs...
Just out of annoyance I wanted to write a mod with a mob of red dragons...
Get power cards at the Dungeon Crawl! Now with Dragon 382 & 3 and Primal power Barbarian & Druid! (Psst! You can fan it on Facebook too) Wizards fight dirty. They hit their enemies in the NADs. A barbarian hits people with his axe. A warlord hits people with his barbarian.
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