roguehorse's blog listings. Feed Zend_Feed_Writer 1.10.8 (http://framework.zend.com) http://community.wizards.com/roguehorse Just Can't Win
 Our DM is mixing things up and I think we have encountered just about everything that possibly lives in there at one point or another. Hence, we pretty much know what we need to do for every room and every beast or creature. It just seems that as we get to that last room and the boss fight we just can't seem to make that winning kill. Even I am starting to run out of ideas at this point.

 I was doing quite well actually with my ranger build. The only problem we were encountering was that we couldn't get any "up front" tanks that could survive a beating with support from strikers. Our party has tried mixing it up with all the fire resistant races and even tried a few multiclass builds. We just can't seem to get the combination right. I have actually switched from my ranger to a blackguard/warlord build. I've only played him once, but I think this may help out more than the ranger for this particular party.

 We have already experienced a few players change up so many times they have gotten frustrated and won't play anymore. At the height of interest, we had up to seven players all working together to try and make it through. Last week when I played we only had three players at the table. On average we are having about four players, but with the holidays coming up I think people are starting to get busier doing other things.


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Mon, 21 Nov 2011 20:53:17 -0600 http://community.wizards.com/roguehorse/blog/2011/11/21/just_cant_win http://community.wizards.com/roguehorse/blog/2011/11/21/just_cant_win
 Our DM is mixing things up and I think we have encountered just about everything that possibly lives in there at one point or another. Hence, we pretty much know what we need to do for every room and every beast or creature. It just seems that as we get to that last room and the boss fight we just can't seem to make that winning kill. Even I am starting to run out of ideas at this point.

 I was doing quite well actually with my ranger build. The only problem we were encountering was that we couldn't get any "up front" tanks that could survive a beating with support from strikers. Our party has tried mixing it up with all the fire resistant races and even tried a few multiclass builds. We just can't seem to get the combination right. I have actually switched from my ranger to a blackguard/warlord build. I've only played him once, but I think this may help out more than the ranger for this particular party.

 We have already experienced a few players change up so many times they have gotten frustrated and won't play anymore. At the height of interest, we had up to seven players all working together to try and make it through. Last week when I played we only had three players at the table. On average we are having about four players, but with the holidays coming up I think people are starting to get busier doing other things.


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Lair Assault 4  Hooray for us, we live again! Well sort of anyway. We lost our cleric kind of early in the game and our fighter had to go home before we finished up all 20 rounds. This kind of left us hanging with ranger, paladin, rogue and wizard.

 The game went pretty good considering though. We definitely learn really fast what works and what doesn't. We've gained a fairly good idea of what to expect and where of course our DM throws in some pretty good variations just to mix things up a little. The overall game is playing out well and Steve is a very good tactician which makes the game that much more challenging. I myself am actually having a lot of fun with the Lair Assault campaign.

 It should also be noted that many players are taking notice and joining in. There seems to be a level of challenge in this campaign that attracts seasoned game players. They know that the odds are against them going into the game and everyone knows that Steve is very talented and imaginative as a DM making the challenge that much greater. Maybe that combination is the lure? Knowing that our combined efforts and helping each other with healing and spotting aren't going to be enough in itself we (or some of us) continue to modify our characters in various ways hoping to find that winning combination that will not only improve our chance of survival, but produce hard hitting attacks.  

 At this particular point, after playing through my 4th attempt at Lair Assault, it seems that trying to build a character with the greatest percentage chance to hit is key. As a ranger I selected a +2 great bow and chose hidden sniper. Then, when our cleric uses bless on the party I get another +1 to hit. After adding all my bonuses possible I'm usually around +13 to hit enemies of AC 19-22. Those are pretty good odds I think. Sometimes I think it is more important to get the hits in than try and focus on doing massive damage. What good is a great spell or big melee weapon if you can't hit the guy?

 

 

 

 

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Thu, 06 Oct 2011 21:55:05 -0500 http://community.wizards.com/roguehorse/blog/2011/10/06/lair_assault_4 http://community.wizards.com/roguehorse/blog/2011/10/06/lair_assault_4  Hooray for us, we live again! Well sort of anyway. We lost our cleric kind of early in the game and our fighter had to go home before we finished up all 20 rounds. This kind of left us hanging with ranger, paladin, rogue and wizard.

 The game went pretty good considering though. We definitely learn really fast what works and what doesn't. We've gained a fairly good idea of what to expect and where of course our DM throws in some pretty good variations just to mix things up a little. The overall game is playing out well and Steve is a very good tactician which makes the game that much more challenging. I myself am actually having a lot of fun with the Lair Assault campaign.

 It should also be noted that many players are taking notice and joining in. There seems to be a level of challenge in this campaign that attracts seasoned game players. They know that the odds are against them going into the game and everyone knows that Steve is very talented and imaginative as a DM making the challenge that much greater. Maybe that combination is the lure? Knowing that our combined efforts and helping each other with healing and spotting aren't going to be enough in itself we (or some of us) continue to modify our characters in various ways hoping to find that winning combination that will not only improve our chance of survival, but produce hard hitting attacks.  

 At this particular point, after playing through my 4th attempt at Lair Assault, it seems that trying to build a character with the greatest percentage chance to hit is key. As a ranger I selected a +2 great bow and chose hidden sniper. Then, when our cleric uses bless on the party I get another +1 to hit. After adding all my bonuses possible I'm usually around +13 to hit enemies of AC 19-22. Those are pretty good odds I think. Sometimes I think it is more important to get the hits in than try and focus on doing massive damage. What good is a great spell or big melee weapon if you can't hit the guy?

 

 

 

 

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DnD Revisited  I modified the original Dungeons and Dragons video I made with new soundtrack and subtle changes in the editing. YouTube doesn't want me spreading it around out of YouTube because of the EMI Music licensing stuff so I have to link to it. If you want to check it out, here is the link:

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Fri, 30 Sep 2011 18:28:02 -0500 http://community.wizards.com/roguehorse/blog/2011/09/30/dnd_revisited http://community.wizards.com/roguehorse/blog/2011/09/30/dnd_revisited  I modified the original Dungeons and Dragons video I made with new soundtrack and subtle changes in the editing. YouTube doesn't want me spreading it around out of YouTube because of the EMI Music licensing stuff so I have to link to it. If you want to check it out, here is the link:

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Lair Assault 3  Hooray for us! We finally made it through all 20 turns without a TPK! However we had an extra 2 more players this time around; a vampire shade and a rogue. They were definitely helpful. It made for an exciting night to say the least.

 Usually we like to start somewhere around 6ish, but this doesn't always happen with people getting off work and traffic. A couple of the players this time weren't prepared when they got there so we had to fire up Character Builder at the shop and get them up and going quick. Our regular fighter couldn't make it so we had a friend build up a tiefling paladin for a healing tank. It actually worked out pretty good. We still didn't have a wizard in the party and I think we may be missing out.  

 The game actually went pretty well and the difference was the added two players. They had never played LA before so they really weren't prepared for what was going to happen. After a couple of blasts from the hell hounds they got the picture of the difficulty level. Now is a good time I should probably correct myself from an earlier post. I think I made mention that the hell hounds use a breath blast weapon, that is incorrect. The do some kind of blast 3 full body explosion and it really screws up the party if they tend to stay huddled together.

 Without giving away the dungeon and spoiling it for others, I would have to just give some simple advice after running through this 3 times so far. This is what I have learned: Punch up your class major attributes as far as you can, healing potions, fire resistance, everyone needs distance weapons, climbers kits and thieves tools, try to focus on arcana, athletics and acrobatics, the shortest route is not always the best route, help each other as a team (no one gets left behind), go in expecting to die.

 

 

 

 

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Tue, 27 Sep 2011 19:42:05 -0500 http://community.wizards.com/roguehorse/blog/2011/09/27/lair_assault_3 http://community.wizards.com/roguehorse/blog/2011/09/27/lair_assault_3  Hooray for us! We finally made it through all 20 turns without a TPK! However we had an extra 2 more players this time around; a vampire shade and a rogue. They were definitely helpful. It made for an exciting night to say the least.

 Usually we like to start somewhere around 6ish, but this doesn't always happen with people getting off work and traffic. A couple of the players this time weren't prepared when they got there so we had to fire up Character Builder at the shop and get them up and going quick. Our regular fighter couldn't make it so we had a friend build up a tiefling paladin for a healing tank. It actually worked out pretty good. We still didn't have a wizard in the party and I think we may be missing out.  

 The game actually went pretty well and the difference was the added two players. They had never played LA before so they really weren't prepared for what was going to happen. After a couple of blasts from the hell hounds they got the picture of the difficulty level. Now is a good time I should probably correct myself from an earlier post. I think I made mention that the hell hounds use a breath blast weapon, that is incorrect. The do some kind of blast 3 full body explosion and it really screws up the party if they tend to stay huddled together.

 Without giving away the dungeon and spoiling it for others, I would have to just give some simple advice after running through this 3 times so far. This is what I have learned: Punch up your class major attributes as far as you can, healing potions, fire resistance, everyone needs distance weapons, climbers kits and thieves tools, try to focus on arcana, athletics and acrobatics, the shortest route is not always the best route, help each other as a team (no one gets left behind), go in expecting to die.

 

 

 

 

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Lair Assault Revisited  This time around our party came better equipped. We managed to recruit a cleric and our avenger changed over to a fighter. The rogue in the party decided to come in with a frost short sword and I bought some fire beetle potion and some flamebane potions. We still ended up in a TPK.

I think our tactics were right and we definitely came prepared, we just couldn't get any good rolls that night. Not only this but the DM also included a second hell hound since we had met the minimum requirements for PC numbers. Over the period of 12 rounds I don't think I rolled over a 10 to hit more than 2 or 3 times. It was absolutely terrible to watch and it was all in the luck of the dice.

Even though our fighter had really good intentions of hitting hard on the front line it just wasn't happening. The fire aura of the hell hounds was killing him. Then combine the ongoing fire damage with their breath weapon and it just tore him up. The cleric in the party used up almost every one of his healing powers just trying to keep the fighter alive. He must have taken the hardest beating out of all of us. As the ranger in the group, I was actually able to keep a fair distance from everything enough to be able to stay out of the aura trouble I just couldn't hit the broad side of a barn that night.

I ended up in a discussion with my buddy John who was playing the fighter. I asked if it was his “typical” character style and he said he normally plays a warlock which focuses on fire spells. Not a very effective character against fire enemies so he went with “tank” type characters. I flipped through the pages of the PHB and found some great cold spells that would accompany a wizard. I don't know if he will come in this week with that character or not. I just think in the Lair Assault campaign it would be prudent for player to focus on their playing style strengths which would be their preferred classes.

This obviously can make for an unbalanced party, but at least we are starting off with our particular choses classes that we are comfortable with and know how to work them to their greatest advantage. The ranger isn't really all that great of a class in close quarter situations like the map for Lair Assault, but I've been playing the class for so long I know fairly well how to get around that situation. I'll keep playing the ranger.  

 

 

 

 

 

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Sun, 25 Sep 2011 18:56:28 -0500 http://community.wizards.com/roguehorse/blog/2011/09/25/lair_assault_revisited http://community.wizards.com/roguehorse/blog/2011/09/25/lair_assault_revisited  This time around our party came better equipped. We managed to recruit a cleric and our avenger changed over to a fighter. The rogue in the party decided to come in with a frost short sword and I bought some fire beetle potion and some flamebane potions. We still ended up in a TPK.

I think our tactics were right and we definitely came prepared, we just couldn't get any good rolls that night. Not only this but the DM also included a second hell hound since we had met the minimum requirements for PC numbers. Over the period of 12 rounds I don't think I rolled over a 10 to hit more than 2 or 3 times. It was absolutely terrible to watch and it was all in the luck of the dice.

Even though our fighter had really good intentions of hitting hard on the front line it just wasn't happening. The fire aura of the hell hounds was killing him. Then combine the ongoing fire damage with their breath weapon and it just tore him up. The cleric in the party used up almost every one of his healing powers just trying to keep the fighter alive. He must have taken the hardest beating out of all of us. As the ranger in the group, I was actually able to keep a fair distance from everything enough to be able to stay out of the aura trouble I just couldn't hit the broad side of a barn that night.

I ended up in a discussion with my buddy John who was playing the fighter. I asked if it was his “typical” character style and he said he normally plays a warlock which focuses on fire spells. Not a very effective character against fire enemies so he went with “tank” type characters. I flipped through the pages of the PHB and found some great cold spells that would accompany a wizard. I don't know if he will come in this week with that character or not. I just think in the Lair Assault campaign it would be prudent for player to focus on their playing style strengths which would be their preferred classes.

This obviously can make for an unbalanced party, but at least we are starting off with our particular choses classes that we are comfortable with and know how to work them to their greatest advantage. The ranger isn't really all that great of a class in close quarter situations like the map for Lair Assault, but I've been playing the class for so long I know fairly well how to get around that situation. I'll keep playing the ranger.  

 

 

 

 

 

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