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last encounter was totally one-sided
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<blockquote data-quote="CapnZapp" data-source="post: 6950699" data-attributes="member: 12731"><p>I personally would have loved to dump at least three fireballs on the party on round 1 too Flamestrike <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>But all five foes were overconfident haughty BBEGs. And remember, none of them knew anything about the heroes, there were no reason to expect them to be frikkin' level fourteen.</p><p></p><p>There were no opportunities to catch more than a single hero in an area spell during round one. Perhaps a mistake, but the Diviner used an upleveled Scorched Ray since he didn't want to "waste" a Fireball. Once he realized he only hit with one out of five rays he #1 immediately told his allies these people are really dangerous, but at that time it was essentially too late. </p><p></p><p>Do note that a Fireball stands a good chance of not harming the Monk <strong>at all</strong>. Wall of Force would have been good. In fact, his only chance would have been to employ the Forcecage tactic where you trap a foe with no save, no attack roll and no way to escape. </p><p></p><p>Oh wait, the Monk <strong>can teleport at will</strong> - so not even that tactic would have even slowed him down (unless you're at Yankee Stadium with the power switch for all the floodlights in your hand <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />)</p><p></p><p>The Death Knight was scripted to "play human" until the game was up. That did not take long, but when it was his turn round #2 he sat in a Forcecage and could only hellball himself <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Before running towards the Diviner the Monk reapplied the stunlock on the Druid. I had the Druid at AC 19 so he actually had to spend his Action Surge to achieve this. (Yes, all three fighters in this party has a couple of Fighter levels, including the "ranger" and monk. <strong>Action Surge is that good</strong>)</p><p></p><p>---</p><p></p><p>Look Flamestrike, we don't have to discuss tactics, and you certainly don't have to assume I played my NPCs poorly. </p><p></p><p>I have already acknowledged this could have become way harder for the party. I just want to share in the awesomeness of it all <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6950699, member: 12731"] I personally would have loved to dump at least three fireballs on the party on round 1 too Flamestrike :) But all five foes were overconfident haughty BBEGs. And remember, none of them knew anything about the heroes, there were no reason to expect them to be frikkin' level fourteen. There were no opportunities to catch more than a single hero in an area spell during round one. Perhaps a mistake, but the Diviner used an upleveled Scorched Ray since he didn't want to "waste" a Fireball. Once he realized he only hit with one out of five rays he #1 immediately told his allies these people are really dangerous, but at that time it was essentially too late. Do note that a Fireball stands a good chance of not harming the Monk [B]at all[/B]. Wall of Force would have been good. In fact, his only chance would have been to employ the Forcecage tactic where you trap a foe with no save, no attack roll and no way to escape. Oh wait, the Monk [B]can teleport at will[/B] - so not even that tactic would have even slowed him down (unless you're at Yankee Stadium with the power switch for all the floodlights in your hand :)) The Death Knight was scripted to "play human" until the game was up. That did not take long, but when it was his turn round #2 he sat in a Forcecage and could only hellball himself ;) Before running towards the Diviner the Monk reapplied the stunlock on the Druid. I had the Druid at AC 19 so he actually had to spend his Action Surge to achieve this. (Yes, all three fighters in this party has a couple of Fighter levels, including the "ranger" and monk. [B]Action Surge is that good[/B]) --- Look Flamestrike, we don't have to discuss tactics, and you certainly don't have to assume I played my NPCs poorly. I have already acknowledged this could have become way harder for the party. I just want to share in the awesomeness of it all :) [/QUOTE]
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