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Challenging High-Level 5e Characters
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<blockquote data-quote="ECMO3" data-source="post: 9311708" data-attributes="member: 7030563"><p>Yeah but the BBEG takes damage every turn, while the party effectively takes none. Even if the initiative is completely in his favor and the downed guys don't have reactions to use, he still loses.</p><p></p><p>For example BBEG drops 2 characters on his turn. They both roll death saves, then one PC brings them both back but after their turn, other PC that wasn't downed attacks BBEG. BBEG has now taken one attack and he is back where he was before he even took his action last turn - all the PCs are in the fight. He can keep dropping 2 PCs every single turn and as long as the party keeps bringing them back every single turn he makes no progress at all, while being whittled away by the lone guy he did not/does not drop. And this is a worse case scenario for the party where the healer is last in initiative. Move the healer up and the downed guys get actions too.</p><p></p><p>Even if BBEG downs the healer, it is still a lost cause as long as someone else in the party has healing of some kind. Other guy heals the healer, then the healer who is no longer down uses healing word on the last downed guy and gets an offensive action of his own. It is still one offensive action for the party and all 4 party members still in the fight in this best case initiative for the BBEG.</p><p></p><p>Putting multiple baddies into this or going with multi-attack or legendary attacks instead of AOEs changes this dynamic, but the goal changes too and instead of downing two, you down one and try to kill that one single party member using multiattack, other baddies or legendary attacks.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9311708, member: 7030563"] Yeah but the BBEG takes damage every turn, while the party effectively takes none. Even if the initiative is completely in his favor and the downed guys don't have reactions to use, he still loses. For example BBEG drops 2 characters on his turn. They both roll death saves, then one PC brings them both back but after their turn, other PC that wasn't downed attacks BBEG. BBEG has now taken one attack and he is back where he was before he even took his action last turn - all the PCs are in the fight. He can keep dropping 2 PCs every single turn and as long as the party keeps bringing them back every single turn he makes no progress at all, while being whittled away by the lone guy he did not/does not drop. And this is a worse case scenario for the party where the healer is last in initiative. Move the healer up and the downed guys get actions too. Even if BBEG downs the healer, it is still a lost cause as long as someone else in the party has healing of some kind. Other guy heals the healer, then the healer who is no longer down uses healing word on the last downed guy and gets an offensive action of his own. It is still one offensive action for the party and all 4 party members still in the fight in this best case initiative for the BBEG. Putting multiple baddies into this or going with multi-attack or legendary attacks instead of AOEs changes this dynamic, but the goal changes too and instead of downing two, you down one and try to kill that one single party member using multiattack, other baddies or legendary attacks. [/QUOTE]
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