Feb. 13th, 2005

bobquasit: (Default)
Email went down again last night, around 7-8pm. I got online with a support person and they got it back up around 1PM today. But all email sent to me during the hiatus was apparently lost.

No real explanations of any of this have been given.
bobquasit: (Default)
Email went down again last night, around 7-8pm. I got online with a support person and they got it back up around 1PM today. But all email sent to me during the hiatus was apparently lost.

No real explanations of any of this have been given.
bobquasit: (Default)
Lately in my Thursday night game we've been getting killed by death spells. Go figure, huh?

We've got a long-standing problem with a corrupted temple run by a lich and packed with the undead. There are traps, glyphs, and symbols up the wazoo. We keep making attacks, doing some damage, and then we're forced to withdraw, in some cases after taking losses.

The traps vary between paralysis, blindness, and death. Anyway, last session our best fighter died after failing to save against a Symbol of Death.

So I said "Isn't there any sort of protection against death spells?", and did a little off-the-cuff research.

Funny thing: the party had essentially been using lower-level buff spells, and had failed to realize that there were much better options available at our current levels (mostly 11th-12th right now). So now we're using the following combination: Heroes' Feast, which provides immunity to poison & fear, and adds extra hit points to boot; Death Ward, which provide immunity to death spells, level drain AND inflict spells; and Freedom of Movement, which gives immunity to web, hold, etc. Backed up with the cleric & paladin carrying Heal and Cure Blindness spells, and we're suddenly a lot more effective than we used to be.

The funny thing is that I'm by far the least experienced with the system, and I've never played a spellcaster in it (and don't now), but I'm the one who found Death Ward.

I must say, the D&D system remains extremely clunky. Lots of time is spent working out definitions and finding broken places in the rules.
bobquasit: (Default)
Lately in my Thursday night game we've been getting killed by death spells. Go figure, huh?

We've got a long-standing problem with a corrupted temple run by a lich and packed with the undead. There are traps, glyphs, and symbols up the wazoo. We keep making attacks, doing some damage, and then we're forced to withdraw, in some cases after taking losses.

The traps vary between paralysis, blindness, and death. Anyway, last session our best fighter died after failing to save against a Symbol of Death.

So I said "Isn't there any sort of protection against death spells?", and did a little off-the-cuff research.

Funny thing: the party had essentially been using lower-level buff spells, and had failed to realize that there were much better options available at our current levels (mostly 11th-12th right now). So now we're using the following combination: Heroes' Feast, which provides immunity to poison & fear, and adds extra hit points to boot; Death Ward, which provide immunity to death spells, level drain AND inflict spells; and Freedom of Movement, which gives immunity to web, hold, etc. Backed up with the cleric & paladin carrying Heal and Cure Blindness spells, and we're suddenly a lot more effective than we used to be.

The funny thing is that I'm by far the least experienced with the system, and I've never played a spellcaster in it (and don't now), but I'm the one who found Death Ward.

I must say, the D&D system remains extremely clunky. Lots of time is spent working out definitions and finding broken places in the rules.

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