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Forked Thread: So, about Expertise...

KarinsDad

Adventurer
Forked from: So, about Expertise...

AngryPurpleCyclops said:
I'm interested in determining if there's really a problem at epic level or if it's more about encounter concept and soft dm'ing.

From the Expertise thread, I wanted to see if AngryPurpleCyclop's hard encounter would really challenge a group of 22nd level PCs. I had heard that higher level play was not as overwhelming as some people claimed, so I set the stage here to see if this were true. I especially wanted to see if not having the Expertise feat would result in a high level TPK from a hard challenge, or if the challenge would not be that overwhelming, or somewhere in between.

I purposely combat gimped the PCs in some ways as listed below. My friend who is not a 4E geek (but has played the game) ran the PCs, I ran the monsters.

I used the following guidelines:

1) PCs used the standard array, hence, no PC has a starting stat above 18, but I gave each PC a starting stat of 18 in the main ability score.

2) When the PC had ability score gains, I bumped up the main ability score and another ability score that would benefit a Defense and the class. I alternated between the second and third ability for this so that both the secondary and tertiary ability scores increased by 4 by level 21.

3) I picked relatively standard equipment for level one.

4) I picked the races for each class straight from the default samples in Character Builder. I picked a Dwarven Cleric, a Human Fighter, a Half Elf Paladin, a Halfling Rogue, and an Eladrin Wizard.

5) I only allowed powers, items, feats, and Paragon Paths in the PHB. No other source was used.

6) The Paragon Paths I picked did not give a constant bonus to attack rolls such as a Kensai, nor did they constantly give multiple attack rolls like a Divine Oracle. The idea here is to see if the synergy bonuses in the game system are sufficient without purposely picking to hit abilities (such as Expertise). I gave Archmage to the Wizard, Deadly Trickster to the Paladin and the Rogue, but the Cleric and Fighter were stuck with Eternal Seeker which gave them no significant benefits since I did not hand out Demigod in order to not give the bonus to the ability scores.

7) I randomly picked all powers with the exception of the first level starting powers which I used as per the PHB suggestions (and I explicitly picked Eyebite for the Paladin as a Half Elf). If a power did not match (like a Str power for the Cha Paladin), I randomly picked again until I got one that matched the PC. When it became time to replace a lower level power with a higher level power, I always replaced the lowest level power.

8) I randomly picked all feats with the exception of the first level starting feats which I used as per the PHB suggestions. If the feat could reasonably be taken by the PC, I kept it, even if it were not a combat feat. I did not allow multiclassing feats. I only allowed Weapon Proficiency and Weapon Focus once each (as if it were one feat) in the random selection. Skill Training was one feat for each untrained skill, but I only allowed a PC to have it once. Ditto for Skill Focus. Once the PC got to Paragon level, I restricted the PC to Paragon level, Class, and Racial feats. Once the PC got to Epic level, I restricted the PC to Epic level, Class, and Racial feats. I also purposely picked Skill Training Acrobatics for the Paladin at level 2 to get Deadly Trickster, otherwise, 3 out of 5 PCs would have been stuck with Eternal Seeker.

9) I randomly picked magic items. By the end of 21st level, these PCs would have acquired in their careers 1 25th level item, 2 24th level items, 3 23rd level items, 4 22nd level items , 5 21st level items, 5 20th level items, 5 19th level items, etc. So, I simplified this to 5 18th through 23rd level items for each PC. I gave each PC a weapon or implement, armor, a Defensive bonus item, a shield (if the PC uses a Shield), (in this order) and a random selection of belts, boots, or rings, etc. I also made the weapons, armor, etc. as per what a player typically would acquire. If there were no items left of a given level, I randomly picked an item of the next lower level (i.e. no 21 level items left, I picked a 20, there were very few level 21 items, so this happened several times and there are multiple PCs with the same item because of it, oh well). I also gave each PC 3 Potions of Vitality. PCs ran through levels could easily have more items than this.

10) I did not tell the player anything tactical about the monsters (chosen by APC). I assumed that the PCs failed their monster checks in order to keep the player in the dark. I also did not tell the player that this was a hard XP-wise encounter. The monsters were: Doresain, the Ghoul King Level 27 Elite Skirmisher, 3 Fire Archon Ash Disciple Level 20 Artillery, and an Earthwind Ravager Level 23 Controller modified to be a Fire Ravager (I gave it Resist Fire 20 to avoid damage from the other fire area effects). I described the monsters as per the pictures and descriptions in the MM, so my friend was fairly sure that it was one undead and four fire elemental types. That’s more or less all he knew.

11) I started the encounter out in a large room (120 feet x 120 feet) with 10 foot pillars 10 feet from the edges of the walls, and a single 10 foot pillar in the middle of the room. The NPCs were hiding behind the pillars which had torches on them on the sides nearest to the center of the room. So, the middle of the room was fairly well lit, but the edges were darker. The NPCs started the attack from two sides with the Doresain and one Disciple on one side, and the Ravager and the other two Disciples on the other side. The enemies started out about 40 to 45 feet away from the closest PCs or about 5 feet away from the ends of the map. The PCs started spread out in an X with the Fighter in the middle (due to the bonus he gives to Init for everyone), the Rogue and Paladin up front near the middle pillar (the Rogue for Perception, the Paladin for AC), and the Wizard and Cleric in the rear. Each PC was 15 feet away from the Fighter to avoid area effects in such a large room. The enemies were ~30 feet away from each other to avoid area effects.

12) I assumed the PCs noticed the NPCs and started the combat normally with nobody being surprised to make it a fair fight between the two groups.

13) The player was given the instructions to not use a Daily power or item until at least one PC was bloodied.

I set this up as fair as I could, even weak with regard to the PCs. This party is considerably "less combat optimized" than most played parties. I also ran the encounter from the monster’s POV as strong as I could. However, I have never DMed a 4E Epic level, so I am sure that I made some rookie mistakes. Also, I did not double check the sheets created by Character Builder. If there is a bug in the software, I was unaware of it.

The encounter took 8 hours due to the fact that my friend was learning all of these PCs on the fly and I was giving him enough time to read through their powers and such (before and) during the encounter. I think he did a great job considering the difficulty and the fact that he had never before played a 4E PC above level 7. And actually, we never finished once it got to midnight, but more on that below.
 

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Some of the PCs got really lucky with the random feats, powers, and items. Other PCs, not so lucky. There was some duplication of feats and items, but I didn’t worry about that.

Devoted Dwarven Cleric/Warpriest/Eternal Seeker of Moradin

Starting stats: Str 10, Con 15, Dex 12, Int 11, Wis 18, Cha 14
Final stats: Str 12, Con 19, Dex 16, Int 13, Wis 24, Cha 16

Init: 14 Hits: 151/75/41 Surges: 15 AC: 36 Fort: 29 Reflex: 28 Will: 34

Racial/Class: Dwarven Weapon Proficiency, Cast-Iron Stomach, Encumbered Speed, Dwarven Resistence, Channel Divinity, Healer’s Lore, Healing Word, Ritual Casting, Warpriest’s Strategy, Warpriest’s Challenge, Warpriest’s Training, Extra Damage Action

Feats: Ritual Caster, Moradin’s Resolve, Skill Focus (Arcana), Weapon Focus (Crossbow), Durable, Two-Weapon Fighting, Toughness, Dwarven Durability, Sly Hunter, Uncanny Dodge, Light Blade Precision, Blood Thirst, Inescapable Force, Triumphant Attack, Epic Resurgence

Powers: Lance of Faith, Sacred Flame, Divine Aid, Divine Vigor, Break the Spirit, Astral Defenders, Astral Refuge, Plague of Doom, Seal of Warding, Hallowed Ground, Enthrall, Fire Storm, Divine Fortune, Turn Undead, Healing Word, Moradin's Resolve, Battle Cry, Battle Pyres, Battle Favors, Purify

Items: Magic Forgemail +5, Vicious Hand Crossbow +5, Symbol of Radiance +5, Amulet of False Life +4, Gauntlets of Destruction, Potion of Vitality (3)


Human Fighter/Pit Fighter/Eternal Seeker

Starting stats: Str 18, Con 13, Dex 14, Int 11, Wis 12, Cha 10
Final stats: Str 24, Con 15, Dex 18, Int 13, Wis 16, Cha 12

Init: 21 Hits: 156/78/39 Surges: 11 AC: 36 Fort: 35 Reflex: 30 Will: 29

Racial/Class: Bonus Feat, Bonus Skill, Bonus At-Will Power, Human Defense Bonus, Combat Challenge, Combat Superiority, Two-handed Weapon Talent, Armor Optimization, Extra Damage Action, Dirty Fighting

Feats: Action Surge, Power Attack, Combat Reflexes, Human Perseverance, Wintertouched, Skill Training (Dungeoneering), Improved Initiative, Back to the Wall, Sweeping Flail, Blood Thirst, Seize the Moment, Danger Sense, Improved Second Wind, Heavy Blade Mastery, Irresistible Flame

Powers: Cleave, Reaping Strike, Sure Strike, Boundless Endurance, Battle Awareness, Griffon's Wrath, Thicket of Blades, Into the Fray, Anvil of Doom, Dragon's Fangs, Surprise Step, Exorcism of Steel, Strike of the Watchful Guard, No Surrender, All Bets Are Off, Lion of Battle, Deadly Payback

Items: Frost Falchion +5, Curseforged Wyrmscale Armor +4, Stormwalker's Cloak +4, Boots of Balance, Helm of Battle, Ring of Flight, Potion of Vitality (3)


Half Elf Paladin/Justicar/Deadly Trickster of Bahamut

Starting stats: Str 14, Con 13, Dex 13, Int 10, Wis 12, Cha 18
Final stats: Str 18, Con 15, Dex 17, Int 12, Wis 14, Cha 24

Init: 18 Hits: 156/78/39 Surges: 12 AC: 39 Fort: 31 Reflex: 33 Will: 34

Racial/Class: Dilettante, Dual Heritage, Group Diplomacy, Channel Divinity Lay on Hands, Just Spirit, Just Shelter, Just Action, Sly Fortune's Favor

Feats: Healing Hands, Skill Training (Acrobatics), Escape Artist, Wintertouched, Improved Initiative, Mounted Combat, Evasion, Fleet-Footed, Deadly Axe, Shield Specialization, Improved Second Wind, Spear Push, Triumphant Attack, Blind-Fight

Powers: Bolstering Strike, Enfeebling Strike, Eyebite, Sacred Circle, One Heart One Mind, Divine Reverence, Radiant Pulse, Turn the Tide, Renewing Smite, True Nemesis, Angelic Intercession, Fortifying Smite, Rigtheous Inferno, Cleansing Burst, Divine Challenge, Lay on Hands, Divine Mettle, Divine Strength, Just Radiance, Challenge the Unjust, Turn the Tide, Strike Me Instead

Items: Flaming Longsword +4, Soulforged Warplate Armor +4, Shield of Protection Heavy Shield, Elven Cloak +5, Gauntlets of Destruction, Holy Symbol of Battle +4, Potions of Vitality (3)


Halfing Rogue/Daggermaster/Deadly Trickster

Starting stats: Str 13, Con 12, Dex 18, Int 10, Wis 11, Cha 16
Final stats: Str 17, Con 14, Dex 24, Int 12, Wis 13, Cha 20

Init: 18 Hits: 131/65/32 Surges: 8 AC: 35 Fort: 28 Reflex: 36 Will: 32
Racial/Class: Bold, Second Chance, Nimble Reaction, First Strike, Artful Dodger, Rogue Weapon Talent, Sneak Attack, Dagger Precision, Dagger Advantage, Daggermaster's Action

Feats: Backstabber, Escape Artist, Halfling Agility, Skill Focus (Stealth), Combat Reflexes, Skill Training (Heal), Mettle, Lightning Reflexes, Lightning Arc, Seize the Moment, Light Blade Precision, Iron Will, Blind-Fight, Flanking Maneuver

Powers: Deft Strike, Sly Flourish, Master of Deceit, Ignoble Escape, Rogue's Luck, Crimson Edge, Dangerous Theft, Fool's Opportunity, Bloody Path, Foil the Lock, Hounding Strike, Flying Foe, Hide from the Light, Second Chance, Critical Opportunity, Deep Dagger Wound, Meditation of the Blade

Items: Elven Battle Feyleather Armor +4, Thundering Dagger +5, Cloak of Survival +4, Ring of Flight, Bracers of Mighty Striking, Potion of Vitality (3)


Eladrin Wizard/Wizard of the Spiral Tower/Archmage

Starting stats: Str 10, Con 13, Dex 14, Int 18, Wis 14, Cha 11
Final stats: Str 12, Con 17, Dex 16, Int 24, Wis 18, Cha 13

Init: 18 Hits: 111/55/27 Surges: 9 AC: 36 Fort: 29 Reflex: 33 Will: 33

Racial/Class: Trance, Eladrin Weapon Proficiency, Eladrin Education, Eladrin Will, Fey Step, Fey Origin, Orb of Imposition, Cantrips, Ritual Casting, Spellbook, Corellon's Implement, Radiant Censure, Spiral Tower Action, Wand of Accuracy, Spell Recall

Feats: Ritual Caster, Improved Initiative, Armor Proficiency (Leather), Skill Focus (Diplomacy), Skill Training (Athletics), Quick Draw, Jack of All Trades, Back to the Wall, Eladrin Soldier, Resounding Thunder, Combat Anticipation, Lasting Frost, Evasion, Second Implement, Arcane Mastery

Powers: Ghost Sound, Light, Mage Hand, Prestidigitation, Cloud of Daggers, Thunderwave, Expeditious Retreat, Feather Fall, Dimension Door, Disguise Self, Lightning Bolt, Lightning Serpent, Ice Storm, Resistance, Mirror Image, Mesmeric Hold, Otiluke's Resilient Sphere, Bigby's Grasping Hands, Stoneskin, Diplacement, Ice Tomb, Evard's Black Tentacles, Cloudkill, Mordenkainen;s Mansion, Mass Fly, Fey Step, Orb of Imposition, The One Sword, Wand of Accuracy, Corellon’s Blade, Shape the Dream, Radiant Censure, Spiral Tower Action, Spell Recall

Items: Dancing Longsword +4, Elven Battle Feyleather Armor +5, Cloak of Resistance +5, Magic Wand +5, Basilisk Helm, Ring of True Seeing, Potion of Vitality (3)
 
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Results of the Encounter:

The encounter lasted 8 hours: part of that due to my friend having to read a lot, part of it due to me taking 12 8.5 x 11 notebook pages of notes concerning everything that happened each round.

The encounter lasted 18.5 rounds before we called it a night. At that point, the Ravager and 3 Ash Disciples were dead and the Ghoul King had taken 403 points of its 508 hit points.

One error I made in creating the PCs is that most PCs did not have melee and ranged attacks, something that most PCs should have. 4E does not lend itself well to this, but a ranged PC should have a way to avoid getting surrounded with no attack types available and a melee PC should have a way to attack at range.

I was going to reproduce the combat here, but there is no way I am writing 12 pages of notes. So, I will list the highlights:

Round 4: Ravager bloodied.

Round 5: The first PC (Wizard) is bloodied. It would have been the Rogue in round 4 except for the fact that his Cloak of Survival stopped a lot of fire damage. It easily stopped 100 or more hit points during the encounter.

Round 6: Ravager killed.

Round 7: Ash Disciple One bloodied.

Round 8: Ash Disciple One killed.

Round 9: Ash Disciple Three killed.

Round 11: Ash Disciple Two killed.

Round 18: Wizard knocked down to -1 due to not being able to save versus ongoing damage for many consecutive rounds and the rest of the team out of heals. This could have easily not occurred, but my friend had the Wizard attack on that round instead of using Second Wind and the Ghoul King teleported to the Wizard, hit him, and then the Wizard went unconscious due to ongoing damage at the beginning of his turn.

This fight was not bad except for the Ghoul King part at the end. That was SOOOOO grindy.

Note: None of the potions were used. Everyone still had their Second Winds left over at the end because the Cleric had used Divine Vigor (most had used their Second Wind previously). Each PC used up about half of their daily powers and items.
 
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My conclusion from this encounter (small sample set, I know) is that Epic level is not quite as tough as people make it out to be. The PCs have a lot of powers, feats, and abilities at their disposal. This results in a lot of ways to help allies and hinder/harm foes, even by semi-randomly generated PCs.

These particular PCs did not have a lot of extra healing in the group. The Cleric was extremely limited in this area due to random power selection.

They also had very few Leader type synergy powers, again because of the random selection.

Even so, there were a lot of options available to handle bad situations. My friend had no real problem keeping the PCs healed and giving additional saves to allies in order to get rid of conditions.

I don't think my friend felt overly challenged at all. A bit overwhelmed with 30 sheets of paper, but not challenged. I do not equate grindy with challenged. Sure, every PC got bloodied, some of them several times. But there was no real threat here. The fight was actually fun until it became time to take out the Ghoul King. Then it just became annoying.

Part of the issue here is having an AC = 16 + Level Elite creature 5 levels higher than the PCs. I suspect this is not just true at level 22, but also at most levels. When I look in the MM, the only AC = 16 + Level Elite creature 5 levels higher than first level PCs is the Kruthik Hive Lord.

I will run an encounter with the Kruthik Hive Lord plus 1 Kruthik Adult and 1 Kruthik Young and 2 Kruthik Hatchling Minions (total XP 862 or about 3 levels higher as per the DMG guidelines, just like the other encounter although slightly weaker XP-wise) against these same PCs at first level. This encounter at first level seems more like a TPK than the one at level 22.
 
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Thanks for the analysis.

I'm curious as to why focused fire from all 5 PCs could not bring down Doresain over the 7 rounds after all the other monsters were dropped.
Was it because of his Teleport ability, the Elite bonus to Saves, or just the heap o' hit points?
 

Thanks for the analysis.

I'm curious as to why focused fire from all 5 PCs could not bring down Doresain over the 7 rounds after all the other monsters were dropped.
Was it because of his Teleport ability, the Elite bonus to Saves, or just the heap o' hit points?

Doresain's defenses combined with his hit points.

They were in the range of +25 to +27 (2 more when they had Combat Advantage) to hit AC 43 and +22 or +23 to hit his other defenses 41/41/38.

My friend wanted the Cleric to use Lance of Faith to give a bonus to hit to the other PCs, but he was often using Sacred Flame instead to try to give the other PCs additional saves against the ongoing damage. As it turned out, the Cleric probably only hit once with Sacred Flame anyway. It was a very long and boring exercise in dice rolling for those last 8 rounds.
 

Each PC used up about half of their daily powers and items.

My conclusion from this encounter (small sample set, I know) is that Epic level is not quite as tough as people make it out to be.

These two quotes do not mesh. You took a fresh group and threw them into a hard encounter. You should still have 3-4 encounters left in the day, at least one of them as hard as the one you just went through. Except the next time they won't have all those dailies, item dailies, and possibly action points they used up.
 

Doresain's defenses combined with his hit points.

They were in the range of +25 to +27 (2 more when they had Combat Advantage) to hit AC 43 and +22 or +23 to hit his other defenses 41/41/38.

My friend wanted the Cleric to use Lance of Faith to give a bonus to hit to the other PCs, but he was often using Sacred Flame instead to try to give the other PCs additional saves against the ongoing damage. As it turned out, the Cleric probably only hit once with Sacred Flame anyway. It was a very long and boring exercise in dice rolling for those last 8 rounds.
This is part of why I support altering the background math, even if it winds up making a "standard challenge" a bit on the easy side for a well-made party. You can always challenge the party by adding a few more guys, or giving the enemies various tactical advantages, using hazardous terrain/traps, etc. Without altering the background math, it's harder to avoid grindfests where no one can hit the enemy, but the enemy is no longer a relevant threat to the party.

t~
 

These two quotes do not mesh. You took a fresh group and threw them into a hard encounter. You should still have 3-4 encounters left in the day, at least one of them as hard as the one you just went through. Except the next time they won't have all those dailies, item dailies, and possibly action points they used up.

But on the other hand, this test group was entirely unoptimised, and had zero experience at synergising their respective abilities. A group of players who have worked together through several combats on the way up to that level would be far deadlier, even with exactly the same character features.
 

These two quotes do not mesh. You took a fresh group and threw them into a hard encounter. You should still have 3-4 encounters left in the day, at least one of them as hard as the one you just went through. Except the next time they won't have all those dailies, item dailies, and possibly action points they used up.

They mesh completely.

If a group has 3-4 easier encounters and uses up half of their dailies and then uses up the other half in the tough BBEG encounter as the last encounter of the day, how is that different than having the tough BBEG encounter as the first encounter of the day and using up half of the dailies then?

The real point is that the 5 level higher BBEG fight was not a threat. Sure, my friend used up a lot of dailies, but he didn't have to against the BBEG. Many of those dailies never hit the BBEG. He could have used lesser powers and still the BBEG would not have been a threat. Just grindy.

These PCs could have taken on another 3 or 4 more standard encounters in a day. Easily. Just using At Will and Encounter powers for the most part. The limiting factor is the healing surges, not the Daily powers.
 

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