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A Different Way To Run High Level Monsters
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<blockquote data-quote="jgsugden" data-source="post: 9646698" data-attributes="member: 2629"><p>You explicitly did encounter them by your own description of the mechanics. You effectively limited how much damage the PCs could deal to the creature by giving it the 150 hp bubbles to fill out. That was you contriving a way to make the combats last longer. </p><p></p><p>Walk me through something. The reason you did this experiment was because the PCs (in mock ups before the event) were doing over 550 hp damage in less than 2 rounds. You implemented your approach and effectively limited the damage they could deal each round to 150 hps (I have been assuming they could not deplete two 'hit boxes' in the same round - let me know if I misread that limitation ... because if I did, I'm not sure what the benefit of lowering the hp required to kill does for you here). Let's say you're looking at 90 damage per PC per turn. That would be 2 activations for a box.</p><p></p><p>Rd 1 begins: Colossus goes and deals a bunch of damage, but no PCs fall. PC 1 goes and deals 90. Legendary Action. PC 2 goes and deals 90 - filling a box. We get another Legendary Action. What do PC 3 and PC 4 get to do? Clean up summons? Heal the party? After all, they can't meaningfully damage the Colossus now because someone else did.</p><p></p><p>Rd 2 begins: Colossus goes again and is unable to fell a PC. PC 1 goes and deals 90. Legendary Action. PC 2 goes and deals 90 - filling a box. We get another Legendary Action. What do PC 3 and PC 4 get to do? Clean up summons? Heal the party? </p><p></p><p>This seems to focus the action to the PCs that go first and relegates the other PCs to clean up duty - or just hiding to wait. What if a PC that deals damage as the majority of their schtick rolls a low initiative? By the time they get a turn there is really nothing for them to do except perhaps clean up a Shield Guardian. That invalides their build.</p><p></p><p>The problems I described seem to be front and center in your situation.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9646698, member: 2629"] You explicitly did encounter them by your own description of the mechanics. You effectively limited how much damage the PCs could deal to the creature by giving it the 150 hp bubbles to fill out. That was you contriving a way to make the combats last longer. Walk me through something. The reason you did this experiment was because the PCs (in mock ups before the event) were doing over 550 hp damage in less than 2 rounds. You implemented your approach and effectively limited the damage they could deal each round to 150 hps (I have been assuming they could not deplete two 'hit boxes' in the same round - let me know if I misread that limitation ... because if I did, I'm not sure what the benefit of lowering the hp required to kill does for you here). Let's say you're looking at 90 damage per PC per turn. That would be 2 activations for a box. Rd 1 begins: Colossus goes and deals a bunch of damage, but no PCs fall. PC 1 goes and deals 90. Legendary Action. PC 2 goes and deals 90 - filling a box. We get another Legendary Action. What do PC 3 and PC 4 get to do? Clean up summons? Heal the party? After all, they can't meaningfully damage the Colossus now because someone else did. Rd 2 begins: Colossus goes again and is unable to fell a PC. PC 1 goes and deals 90. Legendary Action. PC 2 goes and deals 90 - filling a box. We get another Legendary Action. What do PC 3 and PC 4 get to do? Clean up summons? Heal the party? This seems to focus the action to the PCs that go first and relegates the other PCs to clean up duty - or just hiding to wait. What if a PC that deals damage as the majority of their schtick rolls a low initiative? By the time they get a turn there is really nothing for them to do except perhaps clean up a Shield Guardian. That invalides their build. The problems I described seem to be front and center in your situation. [/QUOTE]
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