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Chris just said why I hate wizard/fighter dynamic
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<blockquote data-quote="Oofta" data-source="post: 8543650" data-attributes="member: 6801845"><p>In part it might just be attitude? I cheered when our wizard finally got to cast meteor storm to wipe out a small army of decently high level monsters. Could my fighter do that? No, but then again I only remember that particular situation happening once. Meteor storm is an amazingly deadly spell under the right circumstances, at a point it's up to the DM to ensure those circumstances don't happen too often.</p><p></p><p>One of the things that helps balance things out is that I use the gritty rest rules, I get 4-10 encounters before a long rest. Frequently there's only 1 short rest in there. But a typical combat encounter? Not sure there is one, but I regularly have situations where there's limited line of sight and monsters coming in from multiple directions. I also switch up the goals of the monsters.</p><p></p><p>I have a group of 6, a fighter, paladin or warlock (long story), rogue, wizard, monk, cleric. Most of them have a couple of rare items and a few uncommon items. A standard level 14 fight was in a dense forest at night with limited visibility when the group was attacked by werewolves. Two Loup Garous (CR 13) along with a half dozen werewolves (CR 3) attacked. The werewolves were more of a distraction, the real goal of the encounter was to capture the party's warlock and spirit her away for other reasons. Creatures attacked from multiple directions, the Loup Garous used their legendary actions to pounce and separate the party.</p><p></p><p>They just leveled so a level 15 fight was against fire giants - a regular fire giant (CR 9), a dreadnaught (CR 14) and a custom fire giant lord (CR 17ish) that had some cool legendary actions and an area effect. The only one not practically dead at the end of the encounter* was the fighter. The tactics on this one were pretty straightforward and as a change of pace it was all in an open area. The dreadnaught just kept bulldozed everyone in sight because most of them were grouped up (the wizard bravely ran away), the fire giant soaked up turn or two of actions before going down. The custom fire giant just came in swinging and used an area effect attack based on a red dragon's breath weapon. I also used </p><p></p><p>So in the first fight, it was a smash and grab in an environment that didn't lend itself to area attacks. Second was a straight up brawl. Another recent encounter was the group holding off waves of The Hungry while the wizard worked to finish casting the hut spell. In a another 15th level fight the cleric had banished the leader so everyone just focused fire on the cleric until he failed concentration, at the levels they're fighting I generally assume the monsters know what they're doing. IIRC correctly the 14th level fight was one of 6 encounters before a long rest, the 15th will likely be 4 depending on what they do next which is why it was tougher. </p><p></p><p>Not sure if any of that helps though, setting up high level encounters is a whole separate thread.</p><p></p><p>*<em>I realized later I had run the dreadnaught wrong, it likely could have been a TPK if I had.</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 8543650, member: 6801845"] In part it might just be attitude? I cheered when our wizard finally got to cast meteor storm to wipe out a small army of decently high level monsters. Could my fighter do that? No, but then again I only remember that particular situation happening once. Meteor storm is an amazingly deadly spell under the right circumstances, at a point it's up to the DM to ensure those circumstances don't happen too often. One of the things that helps balance things out is that I use the gritty rest rules, I get 4-10 encounters before a long rest. Frequently there's only 1 short rest in there. But a typical combat encounter? Not sure there is one, but I regularly have situations where there's limited line of sight and monsters coming in from multiple directions. I also switch up the goals of the monsters. I have a group of 6, a fighter, paladin or warlock (long story), rogue, wizard, monk, cleric. Most of them have a couple of rare items and a few uncommon items. A standard level 14 fight was in a dense forest at night with limited visibility when the group was attacked by werewolves. Two Loup Garous (CR 13) along with a half dozen werewolves (CR 3) attacked. The werewolves were more of a distraction, the real goal of the encounter was to capture the party's warlock and spirit her away for other reasons. Creatures attacked from multiple directions, the Loup Garous used their legendary actions to pounce and separate the party. They just leveled so a level 15 fight was against fire giants - a regular fire giant (CR 9), a dreadnaught (CR 14) and a custom fire giant lord (CR 17ish) that had some cool legendary actions and an area effect. The only one not practically dead at the end of the encounter* was the fighter. The tactics on this one were pretty straightforward and as a change of pace it was all in an open area. The dreadnaught just kept bulldozed everyone in sight because most of them were grouped up (the wizard bravely ran away), the fire giant soaked up turn or two of actions before going down. The custom fire giant just came in swinging and used an area effect attack based on a red dragon's breath weapon. I also used So in the first fight, it was a smash and grab in an environment that didn't lend itself to area attacks. Second was a straight up brawl. Another recent encounter was the group holding off waves of The Hungry while the wizard worked to finish casting the hut spell. In a another 15th level fight the cleric had banished the leader so everyone just focused fire on the cleric until he failed concentration, at the levels they're fighting I generally assume the monsters know what they're doing. IIRC correctly the 14th level fight was one of 6 encounters before a long rest, the 15th will likely be 4 depending on what they do next which is why it was tougher. Not sure if any of that helps though, setting up high level encounters is a whole separate thread. *[I]I realized later I had run the dreadnaught wrong, it likely could have been a TPK if I had.[/I] [/QUOTE]
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Chris just said why I hate wizard/fighter dynamic
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