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Switch to Forum Live View BI: Heroic vs. Paragon
2 years ago  ::  Mar 03, 2011 - 5:48AM #71
Uthrac
Date Joined: Aug 10, 2007
Posts: 1,556

Mar 2, 2011 -- 2:20PM, tilobin wrote:

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Why would the demons bother chaining up clerics just to kill them later? That's a little bit Blofeldian, no?

Seriously, I don't know/remember if I was told why. Seems like bad planning on their part.
 




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My understanding from the flavor text is that they were using the clerics as "bait" to lure more victims - and are quite pleased when the PCs arrive.

Tactically (the 3 times I ran the adventure), the demons hung out near the clerics and the clerics were only targeted when:
1) The demons targeted a group of PCs and "accidentally" caught a cleric in a blast/burst attack.
2) The PCs used an unfriendly blast/burst that included clerics.
3) The demons' appropriate action triggered. (i.e. Redirect an attack to another creature or close burst attack when becoming bloodied.)

Other than that, I never targeted the clerics directly. (Though with the demons bloody/redirect attacks, the PCs were rewarded tactically if they worked on freeing the clerics first, rather than targeting the demons.)


Note: I'm not sure if that's the way the encounter was intended to run, but that was my own interpretation.
Dan Anderson
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2 years ago  ::  Mar 03, 2011 - 6:38AM #72
Skerrit
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Mar 2, 2011 -- 2:20PM, tilobin wrote:

actually (and this really has nothing to do with the difficulty, but there's no other review thread running), now that you mention it:
Spoiler: Show


Why would the demons bother chaining up clerics just to kill them later? That's a little bit Blofeldian, no?

Seriously, I don't know/remember if I was told why. Seems like bad planning on their part.
 




Spoiler: Show


The answer is they don't. The adventure only gives two options where the clerics might die. It says the casters will threaten to kill the hostages if they are clear about to loose and need to do it to barter to get away, and they don't specifically avoid the hostages when using area attacks if the PCs should move in between the clerics.

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2 years ago  ::  Mar 03, 2011 - 8:10AM #73
tilobin
Date Joined: Apr 16, 2009
Posts: 614
You can understand my confusion when:
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one of the clerics was killed by a free action at the start of *our* turn (at the start of initiative in round one).  It was a head scratcher, for sure, but definitely set the scene for us as "they were going to murder the clerics deliberately."  Being 1/4 of the total clerics down before we acted despite winning initiative colored things.

I'll freely chalk this up to DM interpretation, and i'll certainly admit that if i had hit with my imobilizes things would have gone a different way - but i think reading this thread through suggests that the encounter varies *widely* table to table.
 
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2 years ago  ::  Mar 03, 2011 - 8:15AM #74
JohnduBois
Date Joined: May 29, 2004
Posts: 956

Mar 3, 2011 -- 8:10AM, tilobin wrote:

I think reading this thread through suggests that the encounter varies *widely* table to table.
[/spoiler] 



To be fair, no amount of writing or coordinating can fix a DM who just ignores everything written on the page and does what he or she wants - in the interest of "fun", of course. I was just talking to another LG author yesterday about how we had to start writing "use the core rules to determine encounter distance and surprise" in every encounter because a significant number of DMs interpreted no direction as auto-surprise.

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2 years ago  ::  Mar 03, 2011 - 8:25AM #75
tilobin
Date Joined: Apr 16, 2009
Posts: 614
should be pointed out, i certainly don't mean to gauge intent at all; and i haven't read the written word, so i can't validate anything - I just mean to provide data that might lead to clarifications and revisions is all.

This is definitely the most i've participated in a review thread (even if it was started as something else), and I'm finding the feedback fascinating - if nothing else, it will certainly aid my judging if i ever run this. 
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2 years ago  ::  Mar 03, 2011 - 9:19AM #76
Uthrac
Date Joined: Aug 10, 2007
Posts: 1,556

Mar 3, 2011 -- 8:10AM, tilobin wrote:

You can understand my confusion when:
Spoiler: Show


one of the clerics was killed by a free action at the start of *our* turn (at the start of initiative in round one).  It was a head scratcher, for sure, but definitely set the scene for us as "they were going to murder the clerics deliberately."  Being 1/4 of the total clerics down before we acted despite winning initiative colored things.
 




Spoiler: Show

Note that if the group "failed to get the information in Encounter 1," then one cleric does start off dead at the start of the first round.
Dan Anderson
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Living Forgotten Realms Calimshan Writing Director
Living Forgotten Realms Epic Writing Director

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2 years ago  ::  Mar 03, 2011 - 9:22AM #77
tilobin
Date Joined: Apr 16, 2009
Posts: 614
Ah: it's all becoming clear now. thanks for clearing that up. had that "everything looks like a nail" vibe going.
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2 years ago  ::  Mar 03, 2011 - 9:52AM #78
lorika
Date Joined: Mar 2, 2008
Posts: 1,549

Mar 3, 2011 -- 9:19AM, Uthrac wrote:

Mar 3, 2011 -- 8:10AM, tilobin wrote:

You can understand my confusion when:
Spoiler: Show


one of the clerics was killed by a free action at the start of *our* turn (at the start of initiative in round one).  It was a head scratcher, for sure, but definitely set the scene for us as "they were going to murder the clerics deliberately."  Being 1/4 of the total clerics down before we acted despite winning initiative colored things.
 




Spoiler: Show

Note that if the group "failed to get the information in Encounter 1," then one cleric does start off dead at the start of the first round.




Spoiler: Show

Yes, I know once when I ran this and the group had failed Encounter 1, I started the combat off with "and the monster slits one of the priest's throats as you walk up."  It seemed like a more interesting way to do it that just having the priest die in box text and/or start the combat dead.  But maybe it wasn't clear to the players that that was a direct result of failure in the previous encounter and wasn't a "screw you" type of thing.  (And while it worked from a story perspective, it didn't quite work from a mechanical perspective because all the PCs wanted to use immediate interrupts and stuff even though technically the priest was supposed to be dead before they arrived.)
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2 years ago  ::  Mar 03, 2011 - 3:20PM #79
Alphastream1
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On the subject of skill checks in combat, I am a big fan of not taking  away from the PC. Players hate to "waste" a standard action on a skill  check. Because it isn't fun, it generally should not happen. BUT, at the  same time, story reasons can validate a standard action. "Saving the  world" is one of those. Closing the portal that will bring the evil god  into the Realms is a great reason to use a standard action. Yeah, you  might want to attack on your round mechanically, but story-wise it  works. It should be figured into the balance of the encounter. If a PC  is expected to spend 4 standard actions on closing the portal, the  challenge level must reflect that and the sacrifice should feel compelling to the player.

Mar 1, 2011 -- 10:43AM, Uthrac wrote:

I'd imagine if you had a different BI (heroic) and BI (paragon) playing together, results from one would impact the other. 



There have been some great LG examples of splitting up the BI into sort of parallel adventures. One I recall dearly was in Veluna, where some tables had to find a place where giants had pens of howlers. It was set up for failure, basically, where there were two giants and one would likely go smash the gate and the howlers would pour out. The heroic part was how long you could forestall that from happening. At my table, there were some pretty crazy heroics to keep that from happening.

When the howlers got out at one of these tables, the table DM would yell "The howlers are coming, the howlers are coming!" Instantly, every DM at the con grabbed a howler mini and placed it on the battlefield.

The fun at our table was that the DM doubted our heroics. He shouted it out and we said "no way, the door is not yet open and we can stop this!" All the DMs had to take away their howler and it was a good 15 minutes before the howlers finally made it... an important difference at a BI.

Another example is a take-the-castle interactive, where different teams had different objectives. I was DMing the winch room, where the PCs were supposed to open the drawbridge. Except I was slaughtering them. I think it was APL 10. A DM comes up to me, says he is slaughtering his APL 6 table, and one of the PCs wants to come down the stairs under the logic of "we will fail here, maybe not below". I shrug and the tables combine. Well, the level 6s end up having healers and half my table was bleeding out, so the first thing the low-levels do is keep everyone from dying. Then they proceed to drop more heroics, taking hits so the level 10s can deal the killing blows. It was amazing. The low-levels literally turned everything around and made it a success. The PC that came up with the idea was recognized for their tactical insight and was named a Hero of the Realm (Geoff) for their efforts.

I could go on and on. The bottom line being that providing different experiences is fantastic. It is the stuff of stories. It gives real depth and better interaction than everyone doing the same thing. Also, it translates well to objectives. You can have a drawing of the castle and see what is happening on that drawing if the organizers update it.

Construction-wise, the LG answer was to have the various aspects split by APL. APLs 2-6 might take on the supply room. 8-12 had the winch room. 14-etc. You can build straight-forward but interesting encounters such that DMs can run them without too much prep. It is harder, and you need a team of writers, but you also can limit their work. In LG a common model was to have various authors each working on one encounter. The encounter was repeated a couple of times (2 winch rooms, 4 howler tables, etc.). The overall author makes sure it all fits and ensures common elements (like a core stat block that is then just slightly modified for each different encounter).

Another way to divide things up is along strong role presence. Leader, striker, defender, controller can link to mission types fairly well. Stealth and negotiation are examples of other paths, especially if you advertise them before the convention. Geoff would often leak the broad category of missions up front so you could have a target in mind as a player.

Offering help: I agree with Pieter. Asking for help generally does little. The mechanics of the game are such that when you will have a TPK is not clear until very late in the action. There is often a big chance you can eek out a victory. What you need is clear mission objectives and that those have clear points where you would be overwhelmed. "You have x rounds to make it to here." With that kind of objective it is far easier for tables to know if they can make it.

The other thing is to introduce chaos. The encounter is level+2, but x numbers of tables also get a named monster that vastly raises the challenge. Or, all of a sudden a new mission opens up. Unexpectedly, xyz shows up... who will hold these new foes? For that scenario, a fun mechanic (mirroring what Uthrac proposed) is to pull a max of 1 PC from a table, so you force various tables to take on a greater challenge for story reasons. They are offering help, but everyone feels like a winner.

Interaction: Yeah, timing is tough. A BI where you have segments is harder on interaction than one with a long chain of progress along a single theme/segment. LG often did things like have two segments. There might be an exploration/scouting/info_gather segment and then the rest was "the battle". Two segments, with each being long and involved. The points of interaction are easier to manage.

Another thing is to just have effects. The howlers... it doesn't matter what table Y is doing, they get a howler when table X can't stop the howlers.

Out of resources early: In BIs, this was traditionally a god-send for the organizers. It was the stuff of stories, because then it was a reason why an objective was likely to fail and other tables could aid. I recall one part of a castle about to go down, PCs hurt badly, and my table decides to go help. I let them know that this area will fall to the evil if they do that. So, one bad-arse dwarf cleric decides to stay behind and hold them. And he did. I ran a bunch of stuff at a single player and he held it all off (barely) and became a Hero of Geoff for it. In 4E it can be even more dynamic and less about cheese (because there are more tactical options), which is nice.

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2 years ago  ::  Mar 03, 2011 - 10:27PM #80
Dodecahedron
Date Joined: Jan 26, 2005
Posts: 960
This seems reasonable. The Living Arcanis finale was level 18-20 only.
I do not think that anyone showed up with a level 1 character. Sean?

Mar 1, 2011 -- 1:16PM, Skerrit wrote:

I think I have been kicking around in my head for the distant future is that, like some specials, maybe BIs don't always have to cover every AL. We can do a lot better job if we just run on BI and its only for heroic or only for paragon tier. Maybe, in the future, if we release two BIs a year (like this year), we could do on that is heroic and one that is paragon.




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