| Post/Author/DateTime | Post |
|---|---|
| Ramacass02-04-08, 06:06 AM | I'm not looking for any spoilers I just have a number of character ideas and would like to get an idea of the general theme of play in the "mega adventure" Is it investigative/heavy on the role play/combat monkey intensive etc I have a trap/social skill focused beguiler character idea however if the game is just a big dungon crawl with little to no traps i'd rather use a different character idea Thanks |
| Timlagor02-04-08, 01:16 PM | To avoid spoilers I'll tell you what I expected before I played any: * plenty of traps -unlike normal LG I expected a good trapfinder to be nearly mandatory [including 'encounter traps' -cf Dungeonscape- which are often badly written and liable to be badly run as well; make sure your GM understands that trapfinders are supposed to be able to find traps from outside their threat zone if they are searching. Also be aware that you can search from 10' away) * significant challenging combat (this is LG after all and by the end of the ADP you will have gained less xp from it than the original writers intended) * some social interaction and investigation but an expectation that it would not be the primary constituent of the modules. Beguilers are great but I'd focus on the traps and spells rather than the social skills (which should still be decent; just don't go thinking that +45 diplomacy will make the whole thing a walkover). Intelligence is by far the most important Attribute for Beguilers in any case with skill points and synergies overwhelming the Cha aspect of social skills pretty quickly. [don't make the mistake of thinking you belong anywhere near melee! ..and be sure to think about how useful illusions can be] |
| bitznarf02-04-08, 02:52 PM | Are you asking about the current CGR mods, or the super adventure 'Expedition to Greyhawk Ruins'? |
| UMiskatonic02-04-08, 08:35 PM | Ditto on the INT. While the bonus to cha skills from a high cha is nice, it's relatively small, especially after first level. The bonus skill points from higher INT come into play every level, and quickly overwhelm the CHA bonuses. With good use of synergy, the extra skills points are far better. Also, it's much easier to raise your CHA skills with, say, a circlet of persuasion or rich upkeep than it is to raise your INT skills. |
| Ramacass02-05-08, 06:48 AM | To avoid spoilers I'll tell you what I expected before I played any: * plenty of traps -unlike normal LG I expected a good trapfinder to be nearly mandatory [including 'encounter traps' -cf Dungeonscape- which are often badly written and liable to be badly run as well; make sure your GM understands that trapfinders are supposed to be able to find traps from outside their threat zone if they are searching. Also be aware that you can search from 10' away) * significant challenging combat (this is LG after all and by the end of the ADP you will have gained less xp from it than the original writers intended) * some social interaction and investigation but an expectation that it would not be the primary constituent of the modules. Beguilers are great but I'd focus on the traps and spells rather than the social skills (which should still be decent; just don't go thinking that +45 diplomacy will make the whole thing a walkover). Intelligence is by far the most important Attribute for Beguilers in any case with skill points and synergies overwhelming the Cha aspect of social skills pretty quickly. [don't make the mistake of thinking you belong anywhere near melee! ..and be sure to think about how useful illusions can be] Thanks, I take it your expectations were for the most part accurate? and yes I mean the lg moduals not the upcoming adapted mod. |