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General Tabletop Discussion
*Dungeons & Dragons
Adjusting to 1 encounter per Day: Putting the XP Budget into a single fight
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<blockquote data-quote="Asisreo" data-source="post: 8283246" data-attributes="member: 7019027"><p>I've done this before (and plan on doing it again fairly soon), and from my experience, you may be alarmed by how quickly party members can <em>just</em> die, especially if the enemies are given any leeway. </p><p></p><p>From one side, the demilich is a foe that can heal itself up to 63hp every round fairly easily. A wizard that thought "maybe I should pump my dex and wis rather than con" will have 30-36hp, but the demilich can reliably do 31hp of worth of damage reliably while also just reducing that HP maximum in the process. </p><p></p><p>Even magical weapons don't do full damage and avoidance makes any real damage hard to land consistently. It also has legendary resistance so no matter how unlucky the DM is, the Demilich will at least survive to round 2 from any spell. </p><p></p><p>Wizards aren't nearly as versatile, either. No wall of force, no disintegrate, only one banishment. The best party member to fight this is either a cleric or paladin and even they will have massive trouble putting this down without nearly TPK'ing.</p><p></p><p></p><p></p><p></p><p>On the other branch, 200 guards could be easy if squeezed into a nice tight radius, but if they are given the chance to take their turn at least once, I can guarantee that 2 party members are guaranteed to go down and a TPK is actually very likely before round 2. Mob combat is the only way to play it practically and since all identical monsters take turns all at once, they'll all stack with one-another. Now, even if your character has AC >24, if they all gang up, they'd be able to do 40 damage. That's, again, if you're tankier than how its usually possible. </p><p></p><p>An AC of 19 or 20 gives you 200 or 160 damage and could easily kill you.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8283246, member: 7019027"] I've done this before (and plan on doing it again fairly soon), and from my experience, you may be alarmed by how quickly party members can [I]just[/I] die, especially if the enemies are given any leeway. From one side, the demilich is a foe that can heal itself up to 63hp every round fairly easily. A wizard that thought "maybe I should pump my dex and wis rather than con" will have 30-36hp, but the demilich can reliably do 31hp of worth of damage reliably while also just reducing that HP maximum in the process. Even magical weapons don't do full damage and avoidance makes any real damage hard to land consistently. It also has legendary resistance so no matter how unlucky the DM is, the Demilich will at least survive to round 2 from any spell. Wizards aren't nearly as versatile, either. No wall of force, no disintegrate, only one banishment. The best party member to fight this is either a cleric or paladin and even they will have massive trouble putting this down without nearly TPK'ing. On the other branch, 200 guards could be easy if squeezed into a nice tight radius, but if they are given the chance to take their turn at least once, I can guarantee that 2 party members are guaranteed to go down and a TPK is actually very likely before round 2. Mob combat is the only way to play it practically and since all identical monsters take turns all at once, they'll all stack with one-another. Now, even if your character has AC >24, if they all gang up, they'd be able to do 40 damage. That's, again, if you're tankier than how its usually possible. An AC of 19 or 20 gives you 200 or 160 damage and could easily kill you. [/QUOTE]
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Adjusting to 1 encounter per Day: Putting the XP Budget into a single fight
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