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barbarian damage reduction and combat healing economy
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6642342" data-attributes="member: 6787650"><p>Nitpick: terrain features do not modify the XP of an encounter. They merely modify the difficulty per Basic rules, last I checked.</p><p></p><p>If I took your suggestion, then I'd have to recalculate the encounter difficulty on a round-by-round basis as more umber hulks appear, as some of them are driven off and retreat, as players cast spells to create chokepoints... "Oh, you just cast Evard's Black Tentacles. This encounter is now a Medium encounter, unless this next umber hulk makes his saving throw thanks to Dodge and makes it all the way across the tentacle zone... oh, he did. Now the encounter is Hard because you've got an umber hulk in your back zone--but wait, Jack just blew him off the ship with a Repelling Blast and it's now back to Medium." Feh. <strong>The only time I compute encounter-adjusted XP is when I write forum posts on Enworld. At the table there's only one kind of XP: kill XP</strong>, and each umber hulk is worth 1800 no matter whether he's alone in a pit or marching in lockstep with 25 of his buddies under the command of a tactical genius wizard who keeps hitting your skeleton archers with Fireballs and then darting back behind full cover.</p><p></p><p>I don't think this thread is for bragging about the "super tough encounters my DM throws at me." I merely refuted ChocolateGravy's contention that you <em>cannot have deadly fights</em> if you use random initiative. Since even just 3 umber hulks would exceed the Deadly threshold, and we had something like 8 of them out at once by the fourth round of combat in addition to the neogi wizard, I think it's pretty safe to say that the "deadly" criterion was satisfied. Not to mention the fact that we did have an (NPC) death, the risk of which is the other definition of Deadly in the DMG rules.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6642342, member: 6787650"] Nitpick: terrain features do not modify the XP of an encounter. They merely modify the difficulty per Basic rules, last I checked. If I took your suggestion, then I'd have to recalculate the encounter difficulty on a round-by-round basis as more umber hulks appear, as some of them are driven off and retreat, as players cast spells to create chokepoints... "Oh, you just cast Evard's Black Tentacles. This encounter is now a Medium encounter, unless this next umber hulk makes his saving throw thanks to Dodge and makes it all the way across the tentacle zone... oh, he did. Now the encounter is Hard because you've got an umber hulk in your back zone--but wait, Jack just blew him off the ship with a Repelling Blast and it's now back to Medium." Feh. [B]The only time I compute encounter-adjusted XP is when I write forum posts on Enworld. At the table there's only one kind of XP: kill XP[/B], and each umber hulk is worth 1800 no matter whether he's alone in a pit or marching in lockstep with 25 of his buddies under the command of a tactical genius wizard who keeps hitting your skeleton archers with Fireballs and then darting back behind full cover. I don't think this thread is for bragging about the "super tough encounters my DM throws at me." I merely refuted ChocolateGravy's contention that you [I]cannot have deadly fights[/I] if you use random initiative. Since even just 3 umber hulks would exceed the Deadly threshold, and we had something like 8 of them out at once by the fourth round of combat in addition to the neogi wizard, I think it's pretty safe to say that the "deadly" criterion was satisfied. Not to mention the fact that we did have an (NPC) death, the risk of which is the other definition of Deadly in the DMG rules. [/QUOTE]
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