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The issue was that a lot of weapons weren't worth buying at all since the custom weapons were so good, so it wasn't a meaningful choice, but I did enjoy playing with the new, cool gear.
Also, is it in any way possible to add melee weapons with reach or throwing weapons with the returning property? That would be cool.
One other suggestion; I always used the same vendor to sell stuff to, as he had the best purchase prices by far. It might be worth having all the vendors purchase at the same rates so that players will have an expected amount of gold and those who didn't catch that vendors buy for different rates don't get taxed.
I thought the custom weapons and enemies were really cool, and some of the fights were quite tough.
Pretty good combat simulator with a nice range of arenas.
The custom magic weapons were so strong and cheap enough that they dominated weapon selection though.
I didn't love how huge groups of enemies would spawn on top of me at set spots too, but perhaps this was needed to balance the fights.It is still possible to stealth the party and walk through an area 1-square at a time to still get surprise rounds, but it is tedious.
In any case, great module! Thanks for creating a very minimal, no frills, challenging battle arena. Like many others, I struggled on the early floors and found my stride after level 4 in the middle floors. Late game, I think floor 12 feels more like the end game than what I faced on the last floor. Without spoiling too much, I want to say that I hate initiative interrupts (Legendary Action).
GG
Have had success up till then with a Monk (Survival), Rogue (Hoodlum), Warlock (Timekeeper), Cleric (Insight)
Very neat and clean map.