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The Flint Irregulars, whose portraits you may have seen
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<blockquote data-quote="phoffman" data-source="post: 5640514" data-attributes="member: 77498"><p>I won't be running ZEITGEIST for another month or two. (Finishing up a Dark Sun Campaign, thats almost 2 years old)</p><p></p><p>Asrabey is a tricky situation. If it results in combat issue will come down to if the players have blown their Daily powers with miss damage yet or not. That way even missing they can take him down. There is also some zone powers that just "do damage" with out rolling to hit. Naturally wizards will excel here.</p><p></p><p>An exceptional PC at level one might have a +9 to hit (or +10 if they went with a 20 in a stat) but still at 34 AC they still only have a 5% chance of hitting. If they have a leader that can hand out a generous +hit (think Ardent, battleborn acuity) and in addition people use action points to "assist attack" one player then you might get combat advantage and more +hit (up to +8 with assists, with +2 more for combat advantage. Its possible to stack enough bonuses to for a party to make one player to hit him on a 11 but don't count on it.</p><p>[sblock]</p><p>AID AN ALLY’S ATTACK</p><p> Action: Standard action. When a creature takes this action, it chooses an enemy adjacent to it.</p><p> Grant Bonus to Attack Roll: The creature chooses an ally. That ally gains a +2 bonus to its next attack roll against the chosen enemy. This bonus ends if not used by the end of the aiding creature’s next turn. A creature can take the aid attack action only once to affect a particular attack roll. However, up to four creatures can take the action to affect that attack roll. </p><p>[/sblock]</p><p></p><p>Unfortunately players have no idea on the effectiveness of aiding an allies attack would go so they are unlikely to do it. Typically with a 5 party group your looking at a chance or at least once per round of 22% with individual attacks. This means this fight can be really swingy. It will either go well or badly in a hurry if the players choose combat.</p><p></p><p>Because of "Brinksmanship," I would let the players win initative after all he is hesitant. This should give the players a chance at a lucky break if they decide to go with combat.</p></blockquote><p></p>
[QUOTE="phoffman, post: 5640514, member: 77498"] I won't be running ZEITGEIST for another month or two. (Finishing up a Dark Sun Campaign, thats almost 2 years old) Asrabey is a tricky situation. If it results in combat issue will come down to if the players have blown their Daily powers with miss damage yet or not. That way even missing they can take him down. There is also some zone powers that just "do damage" with out rolling to hit. Naturally wizards will excel here. An exceptional PC at level one might have a +9 to hit (or +10 if they went with a 20 in a stat) but still at 34 AC they still only have a 5% chance of hitting. If they have a leader that can hand out a generous +hit (think Ardent, battleborn acuity) and in addition people use action points to "assist attack" one player then you might get combat advantage and more +hit (up to +8 with assists, with +2 more for combat advantage. Its possible to stack enough bonuses to for a party to make one player to hit him on a 11 but don't count on it. [sblock] AID AN ALLY’S ATTACK Action: Standard action. When a creature takes this action, it chooses an enemy adjacent to it. Grant Bonus to Attack Roll: The creature chooses an ally. That ally gains a +2 bonus to its next attack roll against the chosen enemy. This bonus ends if not used by the end of the aiding creature’s next turn. A creature can take the aid attack action only once to affect a particular attack roll. However, up to four creatures can take the action to affect that attack roll. [/sblock] Unfortunately players have no idea on the effectiveness of aiding an allies attack would go so they are unlikely to do it. Typically with a 5 party group your looking at a chance or at least once per round of 22% with individual attacks. This means this fight can be really swingy. It will either go well or badly in a hurry if the players choose combat. Because of "Brinksmanship," I would let the players win initative after all he is hesitant. This should give the players a chance at a lucky break if they decide to go with combat. [/QUOTE]
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