I usually solo T&T with a GM emulator/engine but decided to run a hobb rogue through Elven Lords. Lots of fun was had, but after whacking the Klorven chief and the MR115 Fuzzy Wuzzy in section 88, with narry a scratch to show for my efforts, I'm feeling like a down and dirty cheater.
Both enemies have shockingly high MRs when compared to a 2nd level hobb packing exactly 15 personal adds. To avoid getting smashed on the first combat round, I decided to stunt the chief with a L2DEXSR so a successful save would allow me to deliver my 5d+19 (magic sword from the Klorven section w/personal adds) damage unharmed, whereas a fail would cost me the full whack of 6d+25. The second round, I decided to stunt a riposte with the same conditions, raising the save to L3DEXSR to account for the chief realising Dogo's a tricky one. Lucky dice let Godo open up the Klorven Chief like a cheap purse. A similar set of circumstances (again, with climbing SRs) allowed Dogo to rapidly shave the harasser of elves with a closeness heretofore unseen.
Just like that long-ago night in an abandoned sea fort, the whole experience seemed to be over far too quickly. It left me wondering, am I doing it right? Are solos written with stunting in mind or should I leave that to GM Adventures and non-scripted jaunts where dice rolls always seem to be tainted by evil?
Your thoughts would be greatly appreciated, as would an idea on what Dogo's going to do with 2k adventure points and roughly the same in gems.
Hello @toadlicker and welcome to The Trollbridge (cool name by the way )
I think you've run your 'underpowered' hobb in Elven Lords entirely appropriately. I think stunting to even the odds a little is fine as long as you make sure that the potential gains of a successful stunt are balanced by equally severe consequences if that DEX SR is failed. The increasing level of the 'stunting rolls' as you took on these opponents suggests no cheating to me. One failure and Dogo would have been so much hobb juice smeared on the floor.
If you play solos completely as written, the death rates are phenomenally high so a bit of 'stunting' is fine. As someone who has written a few solos, I do not mind if those who play them employ these sorts of techniques
Thanks for the warm welcome and reply, darrght. Walloping two obviously formidable opponents with a handful of lucky rolls seemed a bit underwhelming, but if the tactic is a sound one, I guess no foul was committed.
That sounds like a fair and reasonable way to handle the situation where your rogue would be rapidly carved up in stunt-less combat. It's easy to fail a SR - on one occasion, with a character with attributes that made 10th level SRs trivial, I fumbled 3 consecutive low-level rolls and died horribly. Stunts should always have an element of risk.
Was this the Deluxe version of Elven Lords or the original 5th edition solo? A second level Hobb Rogue in Deluxe would very often have a high enough DEX to make 2nd level DEX SRs almost a given, and even a 3rd level SR wouldn't be too hard for many. In 5th edition, there is no guarantee that for such a character the DEX will be 20 or more, so it becomes much less likely that this sort of stunting would pay off.
I was playing the dT&T version, but Dogo's LCK makes him second level. Some average rolling, combined with the hobb multiplier, has gifted Dogo with a very respectable (but far from top-end) 18 (12 x 1.5). Obviously, this does make the L2SR pretty easy, which is why I bumped it up to L3SR for the second go around. I decided to go for dex SRs rather than luck because I led the idea of him deftly avoiding the monsters' attacks, rather than doing a Frodo in Mirkwood. If I'd gone for luck, I'd have started at L3SR to compensate for the high LCK stat. I didn't take that route because having a fresh-out-the-box adventurer pulling off a lvl 3 stunt felt a bit over the top.