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Thread: Abyss Hath No Fury
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2018-06-18, 12:10 PM (ISO 8601)
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- Feb 2011
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- Texas
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Re: Abyss Hath No Fury
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2018-06-18, 12:17 PM (ISO 8601)
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- Oct 2010
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- a nice pond
Re: Abyss Hath No Fury
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2018-06-18, 12:53 PM (ISO 8601)
- Join Date
- Oct 2010
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Re: Abyss Hath No Fury
Hence why I asked (see my first post in the thread). My remaining posts are speaking more generally, i.e. IF they weren't allowed or proposed.
The problem is that third party tends to vary quite widely in terms of balance, quality, playtesting etc. Which is not to say that first-party doesn't - but it also tends to be pretty widespread, such that even if the designers let a turkey get through QA, the community will suss it out fairly quickly. 3PP monsters like this meanwhile have increased potential to make it to a table with an unrepresentative CR intact.
Consider that Nilbogs are CR4 - what is that number based on? For the wrong sort of party (i.e. one without cure spells) they are going to be nigh-impossible to kill. Is one really the same difficulty as a minotaur or a janni, both of whom can get taken down with regular-ass arrows, swords or damaging spells no problem?Last edited by Psyren; 2018-06-18 at 01:02 PM.
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2018-06-18, 01:42 PM (ISO 8601)
- Join Date
- Oct 2010
- Location
- a nice pond
Re: Abyss Hath No Fury
Nilbogs are actually listed as CR1 -- either OP's DM is using nilbogs from a different source, or by "CR4" he meant "this group of 3 nilbogs is (E)CR4", or he's put class levels on his nilbogs, or he's taken into account the party's lack of healing and raised the nilbogs' CR accordingly.
Given that nilbogs have the offensive abilities of CR1/2 goblins (so many lvl 4 parties can pretty much ignore them in relative safety) and their defensive abilities are still susceptible to all sorts of tactics mentioned upthread, 4 is, if anything, too high.
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2018-06-18, 04:08 PM (ISO 8601)
- Join Date
- Jul 2016
Re: Abyss Hath No Fury
All of what you said here supports my epicenter idea. Knowledge nature(Lost Woods) would tell you all the common animals in the lost woods area, and if you encounter the same (or similar) animals elsewhere you could identify them. But if you come across a seal, how the hell are you supposed to know what it is? Lo and behold, you come across a book titled "creatures of the sea" containing information on sea creatures, allowing you to take a new epicenter of (Ocean, Antarctica)
I was using Demonology as an example, not calling niblogs demons. Knowledge local follows the same principles. With base local you can identify "Elf: tall lanky people with slanted ears." With knowledge local(Silvanesti) you can identify "The elves of Silvanesti have long been at odds with their Qualenesti cousins because (details) They are ruled by a central king figure and are known for making excellent wines, archery and pride themselves on their magic. Known shops contain (these goods) and their top trading goods are..."
I actually sometimes grant epicenters through gameplay as my players visit far and disgtant lands. Epicenters keep the wonder of discovery of knowledge. In fact, one of my characters who played a character who studied esoteric knowledge went on quests to discover new knowledge and increase his epicenters, writing books to help others who would come after him.
Epicenters make great plot hooks, avoids the "I know everything about everything because I have a few skill points" eliminating any and all mystery, and lets the esoteric knowledge actually BE esoteric.
Edit: And it appears I am derailing this thread and will not comment further. My homebrew is just that, homebrew. It seems to work ok for my groups.Last edited by Calthropstu; 2018-06-18 at 04:11 PM.
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2018-07-24, 04:41 AM (ISO 8601)
- Join Date
- Apr 2017
Re: Abyss Hath No Fury
DID anyone roll to disbelieve?
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2018-07-24, 06:39 AM (ISO 8601)
- Join Date
- Dec 2007
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- Finland
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Re: Abyss Hath No Fury
Whenever you can't beat something or figure out how to beat something, you can just disengage. There's always a way to defeat something and if you don't have it available, you can always try to get out and go find it/acquire information. In this game things can do anything and not all is easy to be prepared for short of something like a spontaneous Wizard with a massive spellbook. What is your party composition? Aside from tying 'em up and leaving them there (winning doesn't require killing) or walking away (they're basically Goblin Warrior 1s) or diplomancying (they probably aren't very motivated to try and kill someone they have little chance of hurting), there may be other options available. Worst comes to worst, you can always go to town and hire a Cleric (Channel Energy would be incredibly efficient against them).
Can you make a post about how your system works exactly in e.g. the Homebrew forum? I find Knowledge one of the major weak points of the current skill system (social skills being the other) and I'm interested in some rewrites that don't overburden the skill point pool while simultaneously improving character precision and design depth.Last edited by Eldariel; 2018-07-24 at 06:48 AM.
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