The second Sorak battle is far too difficult.

Thomson
Level 3
3 weeks ago

Basically you are out of luck when your character's don't have darkvision. The enemy one hit even the fighter (AC 18, HP 22, Con Save +5), even in cover. Most of the time you miss and in the end you can't kill one in one turn, and then their regeneration kicks in.

Thomson
Level 3
3 weeks ago

P.S.: I did it again, and it basically boiled down to a couple of bad rolls at the beginning. This time it went pretty smooth...

But I think the randomness is too high. Maybe it would help if the enemie's damage rolls are fixed to average damage. This would reduce randomness significantly. Maybe this would be an option in the settings.

silverblade
Level 7
3 weeks ago

P.S.: I did it again, and it basically boiled down to a couple of bad rolls at the beginning. This time it went pretty smooth...

But I think the randomness is too high. Maybe it would help if the enemie's damage rolls are fixed to average damage. This would reduce randomness significantly. Maybe this would be an option in the settings.

The randomness is what makes it interesting. A tactic that worked once may not work another time because the enemy this time around rolled a bunch of crits. If we know averages, then it’s much more easier to predict the outcome.

But saying all that, I agree it can be made an option. The optional rules mods TA is implementing seems incredibly robust. 

Thomson
Level 3
3 weeks ago (edited)

P.S.: I did it again, and it basically boiled down to a couple of bad rolls at the beginning. This time it went pretty smooth...

But I think the randomness is too high. Maybe it would help if the enemie's damage rolls are fixed to average damage. This would reduce randomness significantly. Maybe this would be an option in the settings.

The randomness is what makes it interesting. A tactic that worked once may not work another time because the enemy this time around rolled a bunch of crits. If we know averages, then it’s much more easier to predict the outcome.

But saying all that, I agree it can be made an option. The optional rules mods TA is implementing seems incredibly robust.

The problem is that you can't do much if one of your party members get knocked out just when the encounter starts.
However, I can imagine that some people like that, so I agree it would be bad to take that away from them.

I am looking forward to the rules mod.

Btw. in my P&P campaigns I also use the average damage for most enemies, which is indeed a recommended procedure by the book, so it is nothing I came up with.

I just roll random damage for boss battles. IMO it makes for a better story when the heroes aren't killed by a bunch of orks that just had a good day with the dice. But that's of course just how I like it.


IXI
Level 6
5 days ago

is this the rotating bridge encounter?  regardless with good strategy all of the fights are easy.  most are easy won by having a sneaky scout up front to find where the foes are, put everyone else at the edge of move+range weapon and with cover.  have the sneaky one start the combat, so you get a free round of attacks and then just shoot and move back, shoot and move back by the time they get close enough to hit you have taken out most of them.  hopefully it will be fixed in the final version, but you can sneak up to the foes and use magic to light the torches around foes and somehow they don't see you or what is going on?


yellow flower of courage