Actual Play Report - Guild Wars in the Swamp (1/23)

Jan 26, 2009 13:04

We picked back up the D&D game with our characters apparently forgetting that we wanted to find the lady who might have had a lead for us and instead following a priestess of Chantau (sp?). Our characters were asked to go look into some missing peasants outside the city. One of our guild leaders was an acolyte of Cantau and so there was some minor ( Read more... )

purple in waterdeep, actual play, dnd

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buffaloraven January 26 2009, 22:16:52 UTC
Some thoughts on damage output:

I don't know your feat structure, but if you can shake two loose, I'd consider taking Backstabber (backstab dice go to D8) and the Superior Weapon using feat, which would let you switch up to a d8 for damage. That wouldn't get everything, but it would put you to 2d8+3.

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seannittner January 26 2009, 22:54:41 UTC
I have 4 feats (3 normally +1 for being Human). The feats are ( ... )

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buffaloraven January 27 2009, 00:50:11 UTC
I'd personally suggest shaking out Weapon Focus, unless you need it? Dropping +1 light blade damage to pick up a d8 light blade an another offhand light blade with High Crit (kukri, I think is the name of it), might work better.

Especially since the +1 can be absorbed by a magical Rapier.

Another suggestion for overall damage is getting a typed weapon. Frost, etc, have +1 as per normal, and once per day, AFTER YOU HIT, you get to choose to add a d6 of the type. This strikes me as an awesome way to buff up any particular power every two encounters.

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buffaloraven January 27 2009, 00:51:50 UTC
Another thing I, as the DM, would consider is letting each player have a Instinct, but it would HAVE to be followed. So if your instinct is "whenever I enter new territory, I have my weapons drawn," you would automatically start any encounter in new territory with weapons out, which might bone you occasionally (being assumed to be hostile) but it would definitely help.

If you want to do that and shake out Quick Draw, that would work too.

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