D&D 5E A Glimpse Of High-Level Play

[MENTION=2]Piratecat[/MENTION] - Sounds exciting. I like that those types of encounters can be resolved in 1 or 2 rounds, but they do drain resources and there is the possibility (as you mentioned) of possible danger to at least 1 or 2 PCs.

At all levels, I'm actually finding that my players are always tense even when they don't take any damage. I think the swinginess of initiative and BA contribute to that fear factor. The fickle nature of dice makes the exact outcome of encounters less predictable. Sure, you know you'll win, but at what cost?
 

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Tell me more about this "two sneak attacks in one round."

Strictly for educational purposes, of course.

If you get an attack on another creature's turn while either of the conditions of sneak attack apply, you can add sneak attack damage. So an AOO or Commander's strike. As there is no other way to attack out of turn (Yet) you can get up to two Sneak attacks a round. It's a powerful combination.

EDIT: As pointed out below, it's 2/round and not 2/turn ever. As commanders's strike uses your reaction, you sadly can'y AOO and get the Commanders's strike attack, capping you at 2 Sneak attacks a round

Also, a multi-class fighter / rogue should be able to SA twice in an Action Surge.

Also as pointed out below, sneak attack is once per turn. Using action surge doesn't give you another turn, so you still just get the one sneak attack.
 
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Also, a multi-class fighter / rogue should be able to SA twice in an Action Surge.

Action Surge occurs during your turn, so, no.

It's once per turn - so only one attack from the point you start your turn to the end (when you recover your reaction). Without allowing it on reactions, there's no second use. And I'm not convinced it should be allowed on reactions unless it wasn't used for the action.
 

If you get an attack on another creature's turn while either of the conditions of sneak attack apply, you can add sneak attack damage. So an AOO or Commander's strike. As there is no other way to attack out of turn (Yet) you can get up to two Sneak attacks a turn. It's a powerful combination.
You can get up to 2 sneak attacks in a round but only one per turn to be clear. It is possible for sneak on rogues turn, sneak as a reaction for attack of opportunity, and a third with commanders strike I believe.
 

You can get up to 2 sneak attacks in a round but only one per turn to be clear. It is possible for sneak on rogues turn, sneak as a reaction for attack of opportunity, and a third with commanders strike I believe.

I edited my post above, but Commander's strike uses the characters reaction. So you can't commander's strike and AOO. You are correct and I did say 2/turn which is wrong, and have amended it.
 

So, there were some interesting player reactions last game in the other high-lvl game I run. That group belongs to the Gray Guard, imperially-sanctioned monster hunters, and they've risen quite high up in the organization's hierarchy (as you'd expect for lvl 15 PCs.) They're currently in disguise in a western province, investigating a Grey Guard member who has broken her vow of "hold no office" and after a quick coup declared herself ruler and Empress.

That province is in crisis, and when the group surreptitiously met the new Empress she — thinking them anonymous adventurers — conscripted all but one party member into her army. The group went along with it to get more information.

But MAN. The look on their faces when they went through training. "This is your uniform. Wear it." "But we have magical armor…" "These are your shield, spear and short sword. Use them." "But we have magical weapons!" Practicality ran up against conformity in a big way. Getting dressed down by a lvl 4 dwarven sergeant screaming at them was something of a new experience. :D

I'm pleased to say that with a few Persuade checks to help calm things down, they managed not to kill their (temporarily) superior officer, but man was it close. Fun game, interesting reminder of power dynamics and the entitlement of power.
 


So you have 6 PCs AND they recruited NPCs to help? How many NPCs? I see you've mentioned Olaf "Destroyer of Otherwise Good Movies" the Dwarf, and an elf.

You mean me? Two campaigns, six players per campaign, both campaigns at lvl 15. NPCs come and go when it makes sense. NPCs are usually foisted on them, though, as opposed to being recruited (unless a particular specialist is needed.)
 

You mean me? Two campaigns, six players per campaign, both campaigns at lvl 15. NPCs come and go when it makes sense. NPCs are usually foisted on them, though, as opposed to being recruited (unless a particular specialist is needed.)

The OP. Step 1: Recruit "several" NPCs from their army to come along.

I think the obvious conclusion needs to be pointed out here:

Step 2: ???
Step 3: Profit!
 

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