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General Tabletop Discussion
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5e combat system too simple / boring?
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<blockquote data-quote="Celtavian" data-source="post: 6784777" data-attributes="member: 5834"><p>The Party:</p><p>1. Eladrin Rogue 2/Sorcerer 4</p><p>2. Hill Dwarf Cleric of light 6</p><p>3. Half-elf Lore Bard 6</p><p>4. Human Ftr 1/Warlock 5</p><p>5. Human Paladin (Oath of Vengeance) 6</p><p>6. Ranger (Hunter) 6 Sharpshooter</p><p></p><p>The primary goal is defeat the guardian of the treasure. They've been sent to this place to recover weapons used by an ancient order of druids and rangers to use against an army of giants threatening their home. They will reach this room after traversing several rooms with a mix of threats. </p><p></p><p>Tactics:</p><p>1. Animate two trees which will add two treants with slam attacks and around 130 hit points each to the fight. That will boost its side to three attack actions for six attacks with three legendary actions and one lair actions versus the party's six actions along with bonus actions and reactions. </p><p></p><p>2. It will attempt to entangle as many people as possible using its lair action giving them the restrained condition. Hopefully this will help it deal with ranged attackers who usually have high dex, but lower strength. </p><p></p><p>3. The blood-drinking vine should help it heal itself.</p><p></p><p>4. The boulders laying about will provide it a potent ranged attack that dose an average of 34 damage a hit with two possible boulders a round. This is the attack that really worries. Could take out a PC in one round.</p><p></p><p>5. It has unbeatable resistance to slashing and piercing damage, but vulnerability to fire.</p><p></p><p>6. I think the room is 60 by 60 feet with a 30 foot ceiling. This stops them from keeping it at range to mitigate damage, though they could try to fire arrows from the door. Likely the rocks would be used to create a barricade to cut them off or the blood-drinking vine or treant drag them in the room.</p><p></p><p>My main concern is the creature's damage output is high. The creature itself along with the two treants is a lot of damage to stand against for 6th level characters. Then again it likely wont' hit with all its attacks. </p><p></p><p>Breaking the glass arches might be something it does in desperation. This is the home it guards, so it will try to avoid its destruction unless it is on the verge of death. I might write in some Sampson moment when it is dying it uses its reaction to shatter the glass arches hoping to kill its enemy before it falls. Sort of like a balor death effect. That might be cool.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6784777, member: 5834"] The Party: 1. Eladrin Rogue 2/Sorcerer 4 2. Hill Dwarf Cleric of light 6 3. Half-elf Lore Bard 6 4. Human Ftr 1/Warlock 5 5. Human Paladin (Oath of Vengeance) 6 6. Ranger (Hunter) 6 Sharpshooter The primary goal is defeat the guardian of the treasure. They've been sent to this place to recover weapons used by an ancient order of druids and rangers to use against an army of giants threatening their home. They will reach this room after traversing several rooms with a mix of threats. Tactics: 1. Animate two trees which will add two treants with slam attacks and around 130 hit points each to the fight. That will boost its side to three attack actions for six attacks with three legendary actions and one lair actions versus the party's six actions along with bonus actions and reactions. 2. It will attempt to entangle as many people as possible using its lair action giving them the restrained condition. Hopefully this will help it deal with ranged attackers who usually have high dex, but lower strength. 3. The blood-drinking vine should help it heal itself. 4. The boulders laying about will provide it a potent ranged attack that dose an average of 34 damage a hit with two possible boulders a round. This is the attack that really worries. Could take out a PC in one round. 5. It has unbeatable resistance to slashing and piercing damage, but vulnerability to fire. 6. I think the room is 60 by 60 feet with a 30 foot ceiling. This stops them from keeping it at range to mitigate damage, though they could try to fire arrows from the door. Likely the rocks would be used to create a barricade to cut them off or the blood-drinking vine or treant drag them in the room. My main concern is the creature's damage output is high. The creature itself along with the two treants is a lot of damage to stand against for 6th level characters. Then again it likely wont' hit with all its attacks. Breaking the glass arches might be something it does in desperation. This is the home it guards, so it will try to avoid its destruction unless it is on the verge of death. I might write in some Sampson moment when it is dying it uses its reaction to shatter the glass arches hoping to kill its enemy before it falls. Sort of like a balor death effect. That might be cool. [/QUOTE]
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