GMforPowergamers
Legend
That's not true. If you try it and the wizard loses, your next step would be to report back, telling us step by step what you did and exactly how the Tarrasque managed to win.
Then we'd tell you how you did it wrong, and you'd be welcome to take that knowledge and try again.
let me show you the problem...
Then we'd tell you how you did it wrong,
in another thread someone brought up the idea of High level PCs Vs a town... I had some old friends wanting to do something on an off night so I said "Hey I can totally test and see how that works..." and it ended in a TPK, a fun night but one where a little luck went bad.
SO I came back and gave a basic after game report... guess what, "Well the PCs should have done X or Y" or "You didn't give them enough magic items" or "The wizard had the wrong spells prepped even though they had no idea what was coming"
The best part was, my thread title and basic premise was that the wizard made using simple spells was both more complex and more powerful then the most complex fighter I could make... and people still told me the wizard should be more powerful...
let me look for a link
OK, so off the bat... one night 6 encounters and some putsing around= TPK... and not the way I would think.
10 things I learned
1st- the difference between trying to make a quick and easy to use wizard and a complex competitive fighter is still scary large, and gives me some fears of LFQW to be honest (I have had them through the playtest but this is my first experiment with lv18)
2nd- out of the first 2 encounters, the PCs went 7 rounds of combat (4 the first one and 3 the second) with a bit of time but way too little even for a 4e short rest let alone a 5e one in-between. The wizard used all 3 3rd level spells on fireball... and then used a round to recall (pearl of power) to use a 4th fireball. If we added up the number of people the other 2 killed for the entire 6 encounters they together didn't kill as many as the first 3 fireballs did. (To be fair the fighter did choose not to kill 3 towns folk when he could have)
3rd- That assassin was not as bad as I thought it would be. He got a perfect storm, he hit the shadow dancer for surprise crit (5d6+3)x2 + con save vs 7d6...and she failed the save. just over 70hp damage and she wasn't at full hp. However the wizard (not realizing that was a big surprise hit and thinking I could repeat the attack) Disintegrated him before he could do anything else.
4th- in the second to last encounter when the 5 guys jumped and took down the fighter it was pure bad luck... the fighter should have walked away, but I rolled a bit high
5th- the final encounter (still half the town to go) was just too much for 2 PCs, even when one had awesome spells.
6th- Spell mastery shield is evil... every round the mage used it.
7th- The way Identify works now was a major boon. The PCs shut themselves into a brothel long enough to cast identify and figure out what was going on, changing the game from kill to rescue the town.
8th- numbers matter in this edition, a group fo people with bows scare the PCs into fireballing towns.
9th- Pearl of powers should be capped, the 6th level one was a bit op (recalling disintegrate was a bad bad call on my part)
10th- even at 18th level some pretty common things over whelmed the PCs...
Read more: http://www.enworld.org/forum/showth...l-PC-vs-town-lFqW-reborn-or-not#ixzz3KsHxztWK