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[Festival of Dreams] 5e Squad preview
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<blockquote data-quote="Tormyr" data-source="post: 8017310" data-attributes="member: 6776887"><p>Thanks for the feedback. I have tried to focus on keeping things moving quickly in the encounter while keeping it as close in spirit to the original as possible. Part of that was having the number of units reduce so there were fewer things to do each turn. So the question had become what to do about the special units (Ragesian platoons have an inquisitor and commander as well).</p><ol> <li data-xf-list-type="ol">Special units don't come back.</li> <li data-xf-list-type="ol">Special units combine resources but don't exceed the maximum</li> <li data-xf-list-type="ol">Special units come back with resources already used </li> </ol><p>I had started with #2 but decided that was too much bookkeeping (and had the weirdness of bringing the units back), so I took that language out. Special units could come back if the squad received healing, but again, that is more bookkeeping. Originally, I thought that healing the squad and bringing it back up over half, but it did not come up that much in play (and bookkeeping). I am leaning toward units not being able to heal (except by absorbing another unit) and special units not coming back.</p><p></p><p>[HR][/HR]</p><p>And about the CR: thanks, I took another look at it and had overstated the DPR when I calculated it.</p><p></p><p>DCR 18: 312 hit points (+27 HP from healing spells for 3 rounds)</p><p>DCR Adjustment -2: AC 15 is 4 less than AC 19</p><p></p><p>OCR 24: 198 DPR from arrows + 13 from spells</p><p>OCR Adjustment -4: Attack bonus 4 instead of 8</p><p></p><p>CR 18: (16 + 20) / 2</p><p></p><p>[HR][/HR]</p><p>Another thing that comes with spellcasters is concentration. My thinking was that rolling concentration saving throws all the time was again going to slow things down. That led to the 50 damage number. It is big enough that a squad cannot cause concentration to end simply by targeting another squad, but a squad's physical attack combined with their spell might be enough. An enemy can get a squad's concentration to drop through:</p><ol> <li data-xf-list-type="ol">Significant damage (50 hp) in 1 turn</li> <li data-xf-list-type="ol">Dropping the squad's hit points to half or fewer</li> <li data-xf-list-type="ol">Using <em>dispel magic</em></li> </ol></blockquote><p></p>
[QUOTE="Tormyr, post: 8017310, member: 6776887"] Thanks for the feedback. I have tried to focus on keeping things moving quickly in the encounter while keeping it as close in spirit to the original as possible. Part of that was having the number of units reduce so there were fewer things to do each turn. So the question had become what to do about the special units (Ragesian platoons have an inquisitor and commander as well). [LIST=1] [*]Special units don't come back. [*]Special units combine resources but don't exceed the maximum [*]Special units come back with resources already used [/LIST] I had started with #2 but decided that was too much bookkeeping (and had the weirdness of bringing the units back), so I took that language out. Special units could come back if the squad received healing, but again, that is more bookkeeping. Originally, I thought that healing the squad and bringing it back up over half, but it did not come up that much in play (and bookkeeping). I am leaning toward units not being able to heal (except by absorbing another unit) and special units not coming back. [HR][/HR] And about the CR: thanks, I took another look at it and had overstated the DPR when I calculated it. DCR 18: 312 hit points (+27 HP from healing spells for 3 rounds) DCR Adjustment -2: AC 15 is 4 less than AC 19 OCR 24: 198 DPR from arrows + 13 from spells OCR Adjustment -4: Attack bonus 4 instead of 8 CR 18: (16 + 20) / 2 [HR][/HR] Another thing that comes with spellcasters is concentration. My thinking was that rolling concentration saving throws all the time was again going to slow things down. That led to the 50 damage number. It is big enough that a squad cannot cause concentration to end simply by targeting another squad, but a squad's physical attack combined with their spell might be enough. An enemy can get a squad's concentration to drop through: [LIST=1] [*]Significant damage (50 hp) in 1 turn [*]Dropping the squad's hit points to half or fewer [*]Using [I]dispel magic[/I] [/LIST] [/QUOTE]
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