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combat question (my players stay out...)
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<blockquote data-quote="brehobit" data-source="post: 3286007" data-attributes="member: 12032"><p>Thanks all, I think I have it figured out. I think the party will be forced to run away, but there is no _good_ reason, given the adventure and the party ranger (and NPC ranger who may be there too) for the hydra to close. It could happen (and the adventure set-up makes it possible) but they should be able to avoid. </p><p></p><p>The real problem is if they get sucked into the fight, they are pretty much dead.</p><p></p><p>I still think this is a bit much for a CR 5. 6 attacks at +8 for 1d10+3 is crazy. Combat reflexes _and_ reach _and_ all heads getting to attack is sick. Oh, fast healing 16 is crazy too. The head's "vulnerability" is very limited. I think perhaps you should just be able to attack the heads (perhaps with a +4 dodge bonus to AC?)</p><p></p><p>If you can tie it down, it is easy money. But doing so is non-trivial, and if it closes, it's all over. Their lack of casters is key....</p><p></p><p></p><p>Mark</p></blockquote><p></p>
[QUOTE="brehobit, post: 3286007, member: 12032"] Thanks all, I think I have it figured out. I think the party will be forced to run away, but there is no _good_ reason, given the adventure and the party ranger (and NPC ranger who may be there too) for the hydra to close. It could happen (and the adventure set-up makes it possible) but they should be able to avoid. The real problem is if they get sucked into the fight, they are pretty much dead. I still think this is a bit much for a CR 5. 6 attacks at +8 for 1d10+3 is crazy. Combat reflexes _and_ reach _and_ all heads getting to attack is sick. Oh, fast healing 16 is crazy too. The head's "vulnerability" is very limited. I think perhaps you should just be able to attack the heads (perhaps with a +4 dodge bonus to AC?) If you can tie it down, it is easy money. But doing so is non-trivial, and if it closes, it's all over. Their lack of casters is key.... Mark [/QUOTE]
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