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<blockquote data-quote="MerricB" data-source="post: 9429268" data-attributes="member: 3586"><p>El-remmen did.</p><p></p><p>Linky: <a href="https://www.enworld.org/threads/length-of-combat-time-taken-per-round-collecting-data-from-my-games-updated-3-13-with-an-hour-30-minute-11-round-battle.701556/" target="_blank">D&D 5E - Length of Combat & Time Taken per Round (collecting data from my games - updated 3/13 with an hour 30 minute 11 round battle!)</a></p><p></p><p></p><p>One highly seasoned vet (playing wizard), two mid-to-high level players (archer & paladin), one low level player (playing cleric), when everyone is here.</p><p></p><p>They are <em>mostly</em> consistent. The cleric struggles the most. </p><p></p><p>The Kraken... let me tell you about that combat.</p><p></p><p>The Wizard casts <em>reverse gravity </em>on the kraken. So, you have a kraken hanging 100 feet in the air - which is really funny, because a lot of the cleric spells don't reach that far. But this is the one cleric in my experience who almost always hits with <em>guiding bolts</em>, so that what he does. And that helps the sharpshooter archer (and that archer consistently puts out 70 points of damage a round... yeah, sharpshooter is so, so broken).</p><p></p><p>Krakens don't have 100 feet long tentacles. However, they <em>do</em> have a lightning attack with an 120 foot range, and so that hits the wizard again and again. (once on its turn, once as a legendary action). The wizard is using <em>absorb elements </em>and just making his concentration checks.</p><p></p><p>Eventually, they get the Kraken down to 10 hit points or so on the wizards' turn, just before it acts again. And he stops concentrating on <em>reverse gravity</em>. Even with a reduced amount of damage for falling into water, it can't survive.</p><p></p><p>(I did consider that the effect of reverse gravity might just fill up the area with water, but in the interests of playability had it just fall out the sides again, leaving the kraken mostly exposed).</p><p></p><p>Cheers,</p><p>Merric</p></blockquote><p></p>
[QUOTE="MerricB, post: 9429268, member: 3586"] El-remmen did. Linky: [URL="https://www.enworld.org/threads/length-of-combat-time-taken-per-round-collecting-data-from-my-games-updated-3-13-with-an-hour-30-minute-11-round-battle.701556/"]D&D 5E - Length of Combat & Time Taken per Round (collecting data from my games - updated 3/13 with an hour 30 minute 11 round battle!)[/URL] One highly seasoned vet (playing wizard), two mid-to-high level players (archer & paladin), one low level player (playing cleric), when everyone is here. They are [I]mostly[/I] consistent. The cleric struggles the most. The Kraken... let me tell you about that combat. The Wizard casts [I]reverse gravity [/I]on the kraken. So, you have a kraken hanging 100 feet in the air - which is really funny, because a lot of the cleric spells don't reach that far. But this is the one cleric in my experience who almost always hits with [I]guiding bolts[/I], so that what he does. And that helps the sharpshooter archer (and that archer consistently puts out 70 points of damage a round... yeah, sharpshooter is so, so broken). Krakens don't have 100 feet long tentacles. However, they [I]do[/I] have a lightning attack with an 120 foot range, and so that hits the wizard again and again. (once on its turn, once as a legendary action). The wizard is using [I]absorb elements [/I]and just making his concentration checks. Eventually, they get the Kraken down to 10 hit points or so on the wizards' turn, just before it acts again. And he stops concentrating on [I]reverse gravity[/I]. Even with a reduced amount of damage for falling into water, it can't survive. (I did consider that the effect of reverse gravity might just fill up the area with water, but in the interests of playability had it just fall out the sides again, leaving the kraken mostly exposed). Cheers, Merric [/QUOTE]
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