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NEW (AGAIN)- Thunderspire Labyrinth- Stat analysis #25 Shrine to Baphomet
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<blockquote data-quote="Goonalan" data-source="post: 5238056" data-attributes="member: 16069"><p>Ta daa...</p><p></p><p>H1 Keep on the Shadowfell</p><p>Encounter #10 Area 9 The Maze of Caves</p><p></p><p>Round #5.</p><p></p><p>Dirty- Ongoing 5 Acid damage (26 HP). Cleave OJ1; Hit 11 damage- DEAD & OJ2; Hit 3 damage- DEAD. Move to GR7. Save vs ongoing Acid damage- Success.</p><p></p><p>Grey- Magic Missile GR7; Hit 9 Force damage- DEAD.</p><p></p><p>Time to play 2 minutes.</p><p>Total time to play 41 minutes.</p><p></p><p>End of Combat-</p><p></p><p>Good Guys</p><p>Dirty Biskit, Male Dwarven Fighter 2 (HP26/37)</p><p>Kaspard, Female Half-Elf Cleric of Bahamut 2 (HP28/31)</p><p>Winstanley Portico, Male Halfling Rogue 2 (HP30)</p><p>Grey Morlock, Male Human Wizard 2 (HP27)</p><p>Phrenic, Male Tiefling Warlord 2 (HP21/29)</p><p></p><p>Bad Guys 625XP Level 2 Encounter.</p><p>Giant Rat Level 1 Minions [GR] (x13) (HP1) 13 DEAD</p><p>Ochre Jelly Level 3 Elite Brute [OJ] (HP41/102 then SPLIT 21 & 20) 2 DEAD</p><p></p><p>Action Points 0 Total 0</p><p>Daily Powers 0 Total 0</p><p>Healing Surges 0 Total 2</p><p>2nd Winds 0 Total 1</p><p>Crits 0 Total 1</p><p>PCs Ko'd 0 Total 0</p><p>Bad Guys Action Points 0 Total 1 </p><p></p><p>Comment: Well, that was easy- so we do a deal, yes this is an uninhabited (by Goblins anyway) and unvisited section of the caverns beneath the Keep, but I point out the PCs may need a bolt hole sometime. If they can clear it out, by which I mean investigate it thoroughly and make sure there's nothing down here to do them harm, then I will allow them one free extended rest down here, should they need it- they're buying a little safety in advance. The PCs agree, partially because of my offer, but mostly because the splitting of the Ochre Jelly made them giggle- is that the appropriate response? Regardless they're in the mood for strange creatures like that (and more Minions), I rub my hands, nod sagely, and do my best not to grin.</p><p></p><p>And so a brief nosey around and the PCs note a pair of badly eroded bronze doors to the west, scratched into which in the common script are the words- 'Stay Out. Really!' The PC's decide against this route and instead head south, the passage continues, to who knows what...</p><p></p><p>Stats: It took a little while, and made the PCs giggle- when the Ochre Jelly split in two, I even managed a 'schlurp-POP!' sound in the way of special effects when it divided, however the PCs always had the fight under control. PC hit rate 70.97% versus the monsters at 45.83%- no contest really, particularly as the PCs hit twice as many times as the monsters- PCs 22 hits from 31 attacks, bad guys 11 hits from 24 attacks.</p><p></p><p>It didn't help that the monsters had the second least hit points in total that the PCs have faced in an encounter, that's 115 hit points; encounter #1 had the least- 101 hit points. Winstanley again manages to hit with 100% of his attacks, that Halfling is a killer. It did take six rounds to play out but that's mainly because the Ochre Jelly didn't turn up till late on in the piece.</p><p></p><p>A note about Phrenic, he suffered one less attack than Dirty (Dirty 10 attacks, Phrenic 9), while Dirty only took 3 wounds, Phrenic was damaged on seven occasions- either James is not learning or else he's fulfilling his function perfectly, you (and James) decide. </p><p></p><p>Combined Stats: The PCs have now played 3 x Level +0 Encounters and 5 x Level +1 (as well as one each at Level +5 and Level +6). What can be seen from the Level +0 and Level +1 encounters is that firstly the PCs are earning a similar amount of XP/turn; Level +0 = 119.64 on average, Level +1 = 120.5 average. And secondly the Level +1 encounters take longer to play through; Level +0 average 4.67 turns and 34.67 minutes, Level +1 average 5.6 turns and 43.4 minutes. So, and this still has yet to be fully analysed- more date needed, Level +0 takes X turns to play out, Level +1 takes X+1 turns to play out.</p><p></p><p>All combat encounters, as I've stated previously have a turn or two when the Minions and easy to kill creatures are dead and the tougher opponents have to be worn down, increasing the difficulty of an encounter i.e. Level +1 as opposed to Level +0 adds another round to this attrition phase of the combat. How does that sound?</p><p></p><p>Grind, tentatively, equates to those turns in combat when, regardless of the outcome, the two sides are wearing each other down. Actually scratch that- start again, grind occurs during those turns that the PCs are wearing the bad guys down, if it was the other way around- the monsters wearing the PCs down then that certainly wouldn't be grind- that would be terror, fear and panic for the PCs.</p><p></p><p>Is this obvious?</p></blockquote><p></p>
[QUOTE="Goonalan, post: 5238056, member: 16069"] Ta daa... H1 Keep on the Shadowfell Encounter #10 Area 9 The Maze of Caves Round #5. Dirty- Ongoing 5 Acid damage (26 HP). Cleave OJ1; Hit 11 damage- DEAD & OJ2; Hit 3 damage- DEAD. Move to GR7. Save vs ongoing Acid damage- Success. Grey- Magic Missile GR7; Hit 9 Force damage- DEAD. Time to play 2 minutes. Total time to play 41 minutes. End of Combat- Good Guys Dirty Biskit, Male Dwarven Fighter 2 (HP26/37) Kaspard, Female Half-Elf Cleric of Bahamut 2 (HP28/31) Winstanley Portico, Male Halfling Rogue 2 (HP30) Grey Morlock, Male Human Wizard 2 (HP27) Phrenic, Male Tiefling Warlord 2 (HP21/29) Bad Guys 625XP Level 2 Encounter. Giant Rat Level 1 Minions [GR] (x13) (HP1) 13 DEAD Ochre Jelly Level 3 Elite Brute [OJ] (HP41/102 then SPLIT 21 & 20) 2 DEAD Action Points 0 Total 0 Daily Powers 0 Total 0 Healing Surges 0 Total 2 2nd Winds 0 Total 1 Crits 0 Total 1 PCs Ko'd 0 Total 0 Bad Guys Action Points 0 Total 1 Comment: Well, that was easy- so we do a deal, yes this is an uninhabited (by Goblins anyway) and unvisited section of the caverns beneath the Keep, but I point out the PCs may need a bolt hole sometime. If they can clear it out, by which I mean investigate it thoroughly and make sure there's nothing down here to do them harm, then I will allow them one free extended rest down here, should they need it- they're buying a little safety in advance. The PCs agree, partially because of my offer, but mostly because the splitting of the Ochre Jelly made them giggle- is that the appropriate response? Regardless they're in the mood for strange creatures like that (and more Minions), I rub my hands, nod sagely, and do my best not to grin. And so a brief nosey around and the PCs note a pair of badly eroded bronze doors to the west, scratched into which in the common script are the words- 'Stay Out. Really!' The PC's decide against this route and instead head south, the passage continues, to who knows what... Stats: It took a little while, and made the PCs giggle- when the Ochre Jelly split in two, I even managed a 'schlurp-POP!' sound in the way of special effects when it divided, however the PCs always had the fight under control. PC hit rate 70.97% versus the monsters at 45.83%- no contest really, particularly as the PCs hit twice as many times as the monsters- PCs 22 hits from 31 attacks, bad guys 11 hits from 24 attacks. It didn't help that the monsters had the second least hit points in total that the PCs have faced in an encounter, that's 115 hit points; encounter #1 had the least- 101 hit points. Winstanley again manages to hit with 100% of his attacks, that Halfling is a killer. It did take six rounds to play out but that's mainly because the Ochre Jelly didn't turn up till late on in the piece. A note about Phrenic, he suffered one less attack than Dirty (Dirty 10 attacks, Phrenic 9), while Dirty only took 3 wounds, Phrenic was damaged on seven occasions- either James is not learning or else he's fulfilling his function perfectly, you (and James) decide. Combined Stats: The PCs have now played 3 x Level +0 Encounters and 5 x Level +1 (as well as one each at Level +5 and Level +6). What can be seen from the Level +0 and Level +1 encounters is that firstly the PCs are earning a similar amount of XP/turn; Level +0 = 119.64 on average, Level +1 = 120.5 average. And secondly the Level +1 encounters take longer to play through; Level +0 average 4.67 turns and 34.67 minutes, Level +1 average 5.6 turns and 43.4 minutes. So, and this still has yet to be fully analysed- more date needed, Level +0 takes X turns to play out, Level +1 takes X+1 turns to play out. All combat encounters, as I've stated previously have a turn or two when the Minions and easy to kill creatures are dead and the tougher opponents have to be worn down, increasing the difficulty of an encounter i.e. Level +1 as opposed to Level +0 adds another round to this attrition phase of the combat. How does that sound? Grind, tentatively, equates to those turns in combat when, regardless of the outcome, the two sides are wearing each other down. Actually scratch that- start again, grind occurs during those turns that the PCs are wearing the bad guys down, if it was the other way around- the monsters wearing the PCs down then that certainly wouldn't be grind- that would be terror, fear and panic for the PCs. Is this obvious? [/QUOTE]
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