jedibcg wrote: I do feel on my Grind this year I was meta gamed. One of the monster's (I don't remember which) knocked the wisdom out of the cleric. Okay he saw him cast 2 healing spells. A couple turns later the monster did the same to me as the druid. I am pretty sure (but not positive) I had not yet cast a double heal. I think Eric (and Raven) do wonderful job DMing and would never put the either of you in a bad DM category.
That said I was not happy about losing the access to a tokens worth thousands of dollars before even got to use them.
In past Grind years, there have been sticky Mimics or hungry Rust Monsters to provide a challenge.
This year there were a variety of STAT penalties instead:
- The Spider had a poisonous bite that could reduce Dexterity. (It prevented Henwy from using his Legendary Bow). However it was clearly labeled as poison and could be cured as such.
- The Roper could sap Strength with its tentacles. (No ability drain in TD, so I settled for Remove Curse as a solution)
- The Lamia could drain Wisdow with its touch (with was a touch attack, meaning AC was less effective against it). The Lamia actually had specific design instructions to target the Cleric and Druid. And it essentially created a "puzzle," where the Cleric/Druid could remove the effect (with Remove Curse) if they were creative enough to try.
- The Kuo-toa had a Bestow Curse spell which could reduce any attribute. Though this rarely worked (most players saved). And this could be removed by Remove Curse.
So the Lamia was intended as a "creative challenge" for the Clerics and Druids out there, but there were definitely solutions available.
valetutto wrote: I recall Druegar asking what the source was and I told him "you aren't quite sure" and suggesting that he experiment (which he didn't).
I too asked what the source of the mystery save was.
My only issue with mystery saves is that if I have a token that responds to a failed save type its helpful to know the type so it can apply. AKA ignore the effects of a failed fort save.
Well, normally I do tell the player what TYPE of save it is (though not always exactly what spell or what effect).
And if you think a token might be relevant, it never hurts to ask (at least in Grind).
Not my first rodeo, so I figured out what was going on.
As to the lamia wisdom drain that is where my DnD knowledge hinders me as player because I knew there was no way in TD to fix it...LOL, good that there ended up being a way after all.
Well, in Grind there usually are at least some solutions to most of the challenges. Though sometimes it might involve corner-case tokens.
Kind of like the 2011 Aboleth which secreted mucus that could be dispelled with Faerie Water. (I didn't bother with the mucus this year b/c the underwater stuff was complicated enough).
There were ways around the Aboleth's Dominate ability, which some parties had trouble with - you could just concentrate on the Aboleth and kill it quickly, you could use Mind Blank scrolls, you could try boosting Will saves (Bard's Song of Heroism, Druid's Resistance, one player drank a Monk's Mead potion). It was definitely NOT a Charm effect, though if I had to do it again, I would allow Charm bonuses to provide half their effect, and for Charm removal effects to allow an additional saving throw instead.
In Grind, creative solutions are encouraged. When the Son of Smoak went flying into the air, one Dwarven Fighter decided to attack with a Grappling Hook (hit for 1 damage), used a turn to climb rope and then was riding on top of the dragon.
The main solution to the Reverse Gravity spell was Feather Fall (and players had several rounds to prepare). But one player asked about the Charm of Wealful Wind, which was so cornercase yet creative enough, that I allowed it to save her.