So after a flurry of posts in August we are back to the regular pace of updates for September. The kids are back to school and starting after school activities which sucks up energy and free time. There won't be a Way of the Wicked update today since our game this weekend got postponed due to scheduling conflicts and the coming weekend is already looking iffy. We are coming to the end of the campaign and I'd kinda like to see it over with.
I have the next session planned out but I'm still a bit up in the air about how I'm going to close things out. The Adventure Path has some good suggestions but some elements are dumb. Why would some of the antagonists split off from their group and try to fight the PCs one at a time? The PCs always fight as a team so why would their opponents be dumb and not do the same? I do like the idea of a duel though. maybe I'll slide that in their somewhere.
I have also let the PCs get immensely powerful this campaign. I hate tracking WBL rules (and XP for that matter) so we implemented some training rules that replace a lot of the Big six magic items in the game (weapons, armor, headbands, belts, cloaks, and amulets of NA). Rings of protection are still in. This has made for highly optimized PCs. They pretty much ROFLStomp most of their opponents and I'm ok with that. As long as they assume that combat is not going to be easy and they have to retreat from time to time I know they are still being challenged.
So Good vs Evil, Evil vs Good. Who should win?
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2 comments:
A major snowfall six weeks earlier than normal certainly doesn't help deal with blahs.
Dammit! I still haven't finished my tank of propane for the BBQ.
Luckily Propane doesn't go bad.
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