![]() ![]() When you only have one choice you might legitimately take either Climbing or Hiding, but once you have six choices most PCs tended to converge on a broadly similar package of skills dealing with perception, mobility, and stealth. But we increasingly ran into a problem: adventuring life being what it is, certain situations just keep coming up, and so it became logical for everyone to start developing a fairly similar set of skills. By level 3 or so I was feeling pretty good about the system as a whole.Īs the PCs carried on advancing, the skill system continued to do a good job of letting PC fighters keep up with magic-users in terms of their contributions to problem-solving. These skill choices worked powerfully to help distinguish mechanically-similar characters, and helped each character make distinctive contributions to the problems they encountered. Three level 1 fighters might have almost identical combat stats, but if one of them is great at Running and one of them is great at Climbing and one of them has Heightened Senses then the roles they play in actual play will be totally different. New skills have to be something your character could plausibly have learned, although given the vast lengths of game-time the campaign has covered (twelve in-game years and counting) this has seldom been a major obstacle.Īt low levels this system worked great. If you have the Climbing skill, for example, you can automatically climb any normal surface you encounter, although doing so quickly or quietly might still require a Dexterity check. Spending a skill slot on something means you are really good at that skill, and will always succeed at attempts to use it except under severely adverse conditions. Fighters get extra hit points, to-hit bonuses, and a skill slot every level. In this campaign there are three classes, Fighter, Magic-User, and Cleric. When I started my City of Spires campaign shortly afterwards I put this into practise. One quick and dirty fix that I'm considering is to let each fighter pick a new area of noncombat competency every time they go up a level, so that by level 8 or so they're less 'meat-shield' than 'Batman', although mastering entire new fields of knowledge every few months does rather strain my disbelief. During the summer, the lower prices are generally at matinee performances (Wednesday and Saturday).When I finished my Team Tsathogga campaign back in 2019, one of the things that I noted afterwards was the extent to which fighters had struggled to keep up with magic users as the game progressed into the higher levels. Please note that, within the range of tickets shown, the lower prices are generally on weekday performances (Monday through Thursday and Sunday evenings) and non-holiday weeks. These also have a great view of the whole production, and are always the most economical choice. Rear Mezzanine seats are in the back of the upper level of the theatre (Rows H-M) however, again, there are a limited number of these seats available, and they also sell out quickly. These also have a great view of the whole production. Mid Mezzanine seats are in the middle of the upper level of the theatre (Rows F-G) – however, there are a limited number of these seats available and they sell out quickly. Be aware that there is a low safety bar in front, which means the front row may not be ideal for short patrons or children. On a big spectacular show like WICKED, they provide a great view of the whole production. Orchestra seats are on the main level of the theatre.įront Mezzanine seats are at the front of the upper level of the theatre (Rows A-E). Please go to this URL and bookmark it to see the next few scheduled lotteries as there will not be one for every performance. The e-ticket will then be emailed to the winner’s email address. ![]() ![]() Winners will then be notified and will have 1 hour to purchase the tickets by credit card online. The e-ticket will then be emailed to the winner’s email address.įor evening performances, the digital lottery will open the day before at 8PM and close the day of the performance at 11AM. Payment must be made in cash, with a limit of two tickets per person.įor matinee performances, the digital lottery will open the day before at 10am and close the day before at 4PM. There are 26 tickets available per performance, and each ticket is priced at $40, including a $2 facility fee. Winners are announced two hours before the performance. WICKED’s live ticket lottery opens two-and-a-half hours before each performance begins in the Gershwin breezeway.
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