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6 months ago ::
Nov 27, 2012 - 6:38AM
#1
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Date Joined:
Nov 27, 2012
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Hi all, I am a DM for my party and we are playing MYSTARA revised and we combine 3.5 and 2nd edition and the monsters are from 4th edition since we have the books but are made to fit 3.5 rules.Anyway my party is 10 level average and they are going enter the castle of Specularum(Mirros)to retrieve the armor of kings (armor of Halav)(LONG STORY OF WHAT HAPPENED and who rules now lol).The idea for the final room where the armor will be is either a hall of heroes with statues of the greatest heroes (flameflicker,halav before becoming a god etc) and with some riddles each player will become a great hero for the last battle which will be a gold dragon(the guardian of the armor) or a similar hall with statues of nine dragons which each dragon will give one buff for the final battle.I was thinking that if they become high level heroes and then again their characters they will be bored ...Thank you fellow adventurers for your ideas!!!!
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6 months ago ::
Nov 27, 2012 - 1:59PM
#2
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Date Joined:
Jun 19, 2004
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I want to help, but I have no idea what you are asking. Do you want help with what the "buffs" should be? The final confrontation? Room design and description? What are you asking for?
Currently working on making a Dex based defender. Check it out hereSpoiler:
Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
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6 months ago ::
Nov 28, 2012 - 5:14AM
#3
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Date Joined:
Nov 27, 2012
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Hi matyr I would like your opinion of what you like to have in this room as a player.You would like to be a great high level hero for one battle or you would like to have buffs and face the battle with your own character?Also some ideas for room would be appreciated!Thank you
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6 months ago ::
Nov 28, 2012 - 5:23AM
#4
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OH I get it! You're asking which would be a better idea to go with: temporarily raising their level, or buffing them up? I'd say it's simpler and faster to just given them enough HP, defenses, saves and attack bonuses to make them appear high level, rather than try to do the complicated route and making them high level even temporarily. Reason: even a temporary raise in level means that you have to add not only everything that I mentioned, but also feats, spell slots, and the like. Way too much bookkeeping just for one fight unless this was meant to be the last fight of the entire campaign; if this was the case, then have the players -- not the DM -- build the high level character sheets ahead of time, because if there's something I would certainly say no to as a DM, is to build a player's character up without his permission. Not because you can't, but because it disconnects the player from his "new" character. Sure it might be optimal and awesome, but it's not going to feel "his". At least with simply boosting their HP, attacks, saves and defenses it's a much simpler matter and the players would still feel that they're actually playing their characters. Everybody wins I think
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6 months ago ::
Nov 28, 2012 - 5:28AM
#5
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Date Joined:
Nov 27, 2012
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Great answers and help guys thank you i'll start making the buffs.
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6 months ago ::
Nov 28, 2012 - 6:24AM
#6
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Date Joined:
Jun 19, 2004
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I'd rather do neither personally. When I play I want to be able to do as much as I can and if I can't overcome it that means i need to get stronger and try again. Honestly in this sort of situation I would love to go in there, get my ass handed to me if I cant take it alone with some kind of story-net (like they go to a preset afterlife where they can return to try again later). I feel like relying on the aid of others on your hero's journey has to end at some point and you have to go it alone for it to be a meaningful accomplishment in the end.
Currently working on making a Dex based defender. Check it out hereSpoiler:
Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
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6 months ago ::
Nov 28, 2012 - 6:32AM
#7
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Date Joined:
Nov 27, 2012
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Matyr I totally agree with you but since this will be the last battle of the chapter and they will face a dragon(and in our case gold dragon) for first time I don't want to risk having them dead .
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6 months ago ::
Nov 28, 2012 - 6:37AM
#8
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Date Joined:
Mar 31, 2010
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To actually respond to what the OP was asking, I think Chaosfang makes a good point. Upping stats would be significantly easier.
I might also suggest buffs be character dependant. Maybe everyone gets a certain stat boost, but the defender gets a bigger hp buff and resist 10 all. The striker might get a shift as a minor action and an encounter power that let's him double the damage of any one power he hits with. The leader's buffs/debuffs could all get a +2 and the extra heal dice might become d10s instead of d6's.
I think if I did it, I would have a variety of buffs available and let my players decide who got which ones, as it would impact their character directly and you want them to feel like they still have control!
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6 months ago ::
Nov 28, 2012 - 6:45AM
#9
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Date Joined:
Nov 27, 2012
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Nice nice ideas.Ok listen to this :The players will find 9 dragon statues in this room (gold,red,white etc).Along the walls there will be stone made pictures and draws from people who worshipping those dragons.The "riddle"is that each player should worship one statue and then they 'll get buffs according to the dragon they choose.For example gold dragon might give resist fire or something like that ,white might give cold extra damage etc....
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6 months ago ::
Nov 28, 2012 - 7:22AM
#10
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Date Joined:
Mar 31, 2010
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Nice nice ideas.Ok listen to this :The players will find 9 dragon statues in this room (gold,red,white etc).Along the walls there will be stone made pictures and draws from people who worshipping those dragons.The "riddle"is that each player should worship one statue and then they 'll get buffs according to the dragon they choose.For example gold dragon might give resist fire or something like that ,white might give cold extra damage etc....
I would have the drawings depict some form of kneeling, or worshipping at the statue, and a blessing being bestowed. And then include some way for them to understand what the blessing would be.
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