Originally Posted by
wyndzen
It seems that there is a sort of gameplay philosophy that one must accept to enjoy DDO adventures, which is that it is perfectly acceptable for the "DM" (designer) to make quests that are auto-death to somebody who doesn't know ahead of time exactly the one or two ways to beat an otherwise unbeatable boss, or, as a different example, a lvl 4 char who doesn't have a way to have protection vs acid when several trogs all cast melf acid arrow on him simultaneously?
I really like DDO in general, especially the terrific character development, but in my DnD preference, I would never play DnD with a DM who put my char in situations that resulted in unavoidable death... unless I had some specific obscure item.
It seems like "proper preparation" in DDO often is assumed to consist of heading into an adventure with a strong char and smart prep, dying horribly to some cheesy, way-overpowered monster trick, then getting just the right stuff, now that you already know what is in the adventure.
It just strikes me as so very cheesy that I apparently need to have a specific hireling or one particular obscure item for every single adventure, if I want to survive these whammies.
Note that your advice was, for example, to play a warforged to be immune to level drain. I totally appreciate you responding, but notice what that advice implies. Before I go into a new adventure, should I delete my current halfling char and make a warforged? Obviously not. And that illustrates my point. Imagine a point in a quest where it says, "you are now dead, no save, because you are not a warforged." Then somebody advises me, "well, to do that quest, you should be a warforged, not a halfling. Everybody else dies instantly." Isn't that obviously bad, unfun quest design?