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Balor Down!
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<blockquote data-quote="guivre" data-source="post: 4809891" data-attributes="member: 72477"><p>FTR I don't evaluate 4E in terms of 3E. The number of actions available to a mob on it's own is a good point and this certainly wasn't a complete encounter but I still consider there to be some broken pieces. Consecrated Ground is clearly overpowered IMO.</p><p></p><p>Though that's not the only part that's iffy about the mechanics at that level. Even with the one action per round due to weakened:</p><p></p><p>The Balor, and attacking characters of that level, puts out a minimum of 35 (bump that to 45 when bloodied so half it's turns) damage on every round it hits (which is going to be just about every round). 15 points of that damage is un-affected by weakened (25 of it when bloodied). That's assuming all 1s on damage rolls, 5 separate dice. So you get an effective minimum of 25 (35 bloodied) damage per turn that it hits. </p><p></p><p>The flip side, the maximum, is 74 (84 bloodied), with weakened it's 44 (54 bloodied). I'm hand waving misses a bit, but also crits. Crits are more likely than misses given the encounter re-roll the Balor gets. So that's an average of 34 (44 bloodied) damage per round. Erase 18 of that a round due to the cleric's aura and you have an average of 16 (24 bloodied) a round. </p><p></p><p>Granted, based on what the players are saying there was a perfect storm of advantages in the party's favor, but I'd still expect that much damage, (while low) to erode the resources of a party fairly quickly. </p><p></p><p></p><p>I've started to lean the other way writing this though (I still think there is broken-ness here). Granted that this wasn't a balanced encounter but the tactics of the mob itself need to be taken into account.</p><p></p><p>This Balor was stupid enough to stand toe to toe and just attack with something that has got it weakened and dazed. Particularly when it has the ability to fly 12 (and if need be blow an AP to move another 12, I can never remember if you can blow an AP when you are dazed). It should have been able to shake the paladin's mark, come back, and rape the party. The majority of the damage it was taking was due to starting it's turn next to the ranger... demons aren't stupid, it should move.</p><p></p><p>So while it's a true statement that the game doesn't support an encounter like this, I still would expect that the outcome isn't a foregone conclusion. For now I'm just going to house rule Consecrated Ground and see what happens later in our game :/</p></blockquote><p></p>
[QUOTE="guivre, post: 4809891, member: 72477"] FTR I don't evaluate 4E in terms of 3E. The number of actions available to a mob on it's own is a good point and this certainly wasn't a complete encounter but I still consider there to be some broken pieces. Consecrated Ground is clearly overpowered IMO. Though that's not the only part that's iffy about the mechanics at that level. Even with the one action per round due to weakened: The Balor, and attacking characters of that level, puts out a minimum of 35 (bump that to 45 when bloodied so half it's turns) damage on every round it hits (which is going to be just about every round). 15 points of that damage is un-affected by weakened (25 of it when bloodied). That's assuming all 1s on damage rolls, 5 separate dice. So you get an effective minimum of 25 (35 bloodied) damage per turn that it hits. The flip side, the maximum, is 74 (84 bloodied), with weakened it's 44 (54 bloodied). I'm hand waving misses a bit, but also crits. Crits are more likely than misses given the encounter re-roll the Balor gets. So that's an average of 34 (44 bloodied) damage per round. Erase 18 of that a round due to the cleric's aura and you have an average of 16 (24 bloodied) a round. Granted, based on what the players are saying there was a perfect storm of advantages in the party's favor, but I'd still expect that much damage, (while low) to erode the resources of a party fairly quickly. I've started to lean the other way writing this though (I still think there is broken-ness here). Granted that this wasn't a balanced encounter but the tactics of the mob itself need to be taken into account. This Balor was stupid enough to stand toe to toe and just attack with something that has got it weakened and dazed. Particularly when it has the ability to fly 12 (and if need be blow an AP to move another 12, I can never remember if you can blow an AP when you are dazed). It should have been able to shake the paladin's mark, come back, and rape the party. The majority of the damage it was taking was due to starting it's turn next to the ranger... demons aren't stupid, it should move. So while it's a true statement that the game doesn't support an encounter like this, I still would expect that the outcome isn't a foregone conclusion. For now I'm just going to house rule Consecrated Ground and see what happens later in our game :/ [/QUOTE]
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