D&D 5E Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day

Perhaps the Bard and paladin could focus on dropping some of these Wolves before they act? Maybe then the cleric can heal the Paladin (before the giants next turn), the wizard can take down a giant or mop up the wounded wolves, and then the paladin can get to smiting the Frost giant leader to death (with some help from the Rogue).

The paladin is a soft target. He's likely to die fairly quickly. I'm not sure healing will be well spent on him other than pop up healing.
 

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Re the Hypnotic Pattern: friendly creatures within the paladin's aura (10 ft radius) can't be charmed.

Also, I think we've just had a ruling that using the telepathy uses up your action?

DM: which order are you taking the Bard and Paladin moves? It matters for deciding who is within the aura, I think and it might affect whether or not I get hit by AOs.
 

Its the Bards turn, and I'm waiting for what you want to do mate. No more theory crafting, this is the actual first encounter now. At the table, I would give you (the player) around 2-3 seconds to declare an action, then I would make you take the dodge action due to indecision.

What does the bard do?

I usually have my action ready quickly. Boy, do I have some slow players. Just back from my game tonight. One of them takes forever to play. I got prod him a little. I wish more people would plan their action before their turn. It would make the game move so much faster.

I'm not as cruel as you are. The game's for fun. If a guy wants to think it out some, I let him. Some people play fast, some slow. I'm ok with either speed as long as the player is having fun. Though sometimes for the sake of advancing the game, I have to give the slow players a hard time. Sheesh. Get your action done so this battle doesn't take forever.
 

Re the Hypnotic Pattern: friendly creatures within the paladin's aura (10 ft radius) can't be charmed.

Also, I think we've just had a ruling that using the telepathy uses up your action?

DM: which order are you taking the Bard and Paladin moves? It matters for deciding who is within the aura, I think and it might affect whether or not I get hit by AOs.

I don't believe that is how Rary's works. It is not an action. It allows creatures to communicate normally using telepathy like they are talking. It's one of the wiser spell choices you took and I hope the DM doesn't impose a house rule on its operation. It is very clear that it is simply telepathic communication without any action requirement, the same as talking.

I think Flamestrike isn't requiring an action, he just intends that you keep the conversation short and pointed enough you could say it quickly while fighting and doing other things in the six second round as though you were speaking simple and direct commands of the kind you see in combat. I agree with his ruling. No complex instructions. Quick, simple commands in combat are what I allow from players.
 
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I usually have my action ready quickly. Boy, do I have some slow players. Just back from my game tonight. One of them takes forever to play. I got prod him a little. I wish more people would plan their action before their turn. It would make the game move so much faster.

I'm not as cruel as you are. The game's for fun. If a guy wants to think it out some, I let him. Some people play fast, some slow. I'm ok with either speed as long as the player is having fun. Though sometimes for the sake of advancing the game, I have to give the slow players a hard time. Sheesh. Get your action done so this battle doesn't take forever.
Just the 1player I have like 4 out of 5! The average combat takes bout an hour!
 

Now we'll see Flamestrike made this place interfere with the casting of magic. He made it sound like I wouldn't be able to use hypnotic pattern. That means one of two things: he has something in place to deny magic which the bard wouldn't know about or he didn't expect me to cast it on my own group. I tend to think it is the former because it's easy to see that our group could withstand a hypnotic pattern if cast on us given the entire group has good wisdom saves except the bard and rogue. So casting on our location is not dangerous.

Now we just have to hope that most miss their save and Azurewraith can take the remaining wolf down and Dom can engage the giant that is still standing. If Dom can engage him, he'll use shield of faith and the dodge action to give us a few rounds to soften him up. The bard and rogue will focus fire on the wolf while the cleric and paladin stand against the giants.
 

I've just tried it. It takes about 8 seconds to recite: "I'll buy you some time, but it's up to you chaps to come up with something clever. I'm going to heal myself a bit, then walk calmly towards the cave mouth."

I could shorten it to under 6 seconds by leaving out the "but it's" ... "something clever" clause, but I'm content to take the "it takes you an action" penalty for over-running. It's DM's call.

Saying "Focus on the wolf on the far left. Take the giants if they are still active Dom." is only about 4 seconds, so that would be under the limit. Problem solved.
 

I've just tried it. It takes about 8 seconds to recite: "I'll buy you some time, but it's up to you chaps to come up with something clever. I'm going to heal myself a bit, then walk calmly towards the cave mouth."

I could shorten it to under 6 seconds by leaving out the "but it's" ... "something clever" clause, but I'm content to take the "it takes you an action" penalty for over-running. It's DM's call.

Saying "Focus on the wolf on the far left. Take the giants if they are still active Dom." is only about 4 seconds, so that would be under the limit. Problem solved.

You may have to hold the giant in combat if he makes his save. Last as long as you can. Try to get shield of faith up and heal yourself. Don't run and take AoOs if you don't have to. Consistent offense to hold the giant's attention until Azurewraith and myself can deliver some hammer blows.
 

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