Singing (or other Inspiring) is quite strong in combat. My group of five just managed to survive the first big battle in Those Who Tarry, without anyone being wearied. (They killed or intimidated off about 50 orcs, including a Great Orc). Partially, this is because they are tactically astute (up to three party members have been restoring endurance in the same round), partially it is because of excellent virtue and valor rewards (having a hound to weary foes makes taking a round to sing instead of kill things more survivable, and fragrant weeds prevented a Woodsman from being wearied), and partially it is because they play smart (IE, use defensive stance to spread damage around, since endurance restoration is an AoE sort of thing).
Even so, however, they were in real danger. There were multiple protection checks, and only the sacrifice of a Hound avoided a wound. The five of them also spent /16/ hope (and 8 preliminary battle dice, and a song (per Rivendell) for most of the party) along the way.
If your heroes are playing smart, and inspiring or singing to restore health, wounds can't be dealt with in combat, so some of the qualities from Rivendell's advanced adversaries might be in order. It has been my experience thus far that a smart, tactical group is not what published adventures are designed for, so don't be afraid to step it up a little bit, untill you find that sweet spot.
Problem with Songs in Combat
Re: Problem with Songs in Combat
Good points, Scrollreader, and yes, recovery of Endurance with singing is still strong. I found some old threads here where some were complaining about how weak the different maneuvers were. But I think some of us have found that the "AOE effect" you've described can be quite solid.
I've been mixing in some of the enhancements from Rivendell for awhile now; they are indeed quite helpful.
I've been mixing in some of the enhancements from Rivendell for awhile now; they are indeed quite helpful.
Adventure Summaries for my long-running group (currently playing through The Darkening of Mirkwood/Mirkwood Campaign), and the Tale of Years for a second, lower-level group (in the same campaign).
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