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General Tabletop Discussion
*Dungeons & Dragons
Damn paladins, you scary!
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<blockquote data-quote="Uller" data-source="post: 6840809" data-attributes="member: 413"><p>This.</p><p></p><p>Paladins are great against big bags of hp. Not so much against hordes of mooks. My group just got to level 9. In our last game they fought a couple large groups of monsters and spell casters. The paladin spent most of the game session feeling pretty useless. He rolled poorly on init and most of the time when a significant threat emerged, it would be negated by the casters before he managed to do anything interesting. The last fight of the day included 8 lizardmen, 6 dretches and a Hezrou...the paladin went toe to toe with the Hezrou, someone gave him adv, he scored a crit and that was the end of the Hezrou...that's what paladins do....take damage, heal a bit and nova big damage when it is really needed.</p><p></p><p>As for games with less than 6-8 encounters between long rests...</p><p></p><p>Two solutions...1) change your rest rules as per the DMG...short rest is 8 hours and long rest is a week. 2) build 6-8 encounters as per the design guidelines then group them into 2 or 3 very large encounters. Use waves. A deadly encounter followed up by another deadly encounter will cause your players to sit up and take notice. </p><p></p><p>Most of our group's forays into the temple sections of PotA have turned out like this. The party goes into the dungeon, sneaks around reconning as much as they can, a fight starts, the noise attracts more monsters...next thing you know there are 15 or so bad guys and the party is cornered in a 10X15 room with one way out and throwing fireballs and walls of fire out the door...</p><p></p><p>For my part, I don't design adventures around the 6-8 encounters per day paradigm. They just happen. Time pressures and monsters behaving a bit rationally take care of keeping the party from resting.</p></blockquote><p></p>
[QUOTE="Uller, post: 6840809, member: 413"] This. Paladins are great against big bags of hp. Not so much against hordes of mooks. My group just got to level 9. In our last game they fought a couple large groups of monsters and spell casters. The paladin spent most of the game session feeling pretty useless. He rolled poorly on init and most of the time when a significant threat emerged, it would be negated by the casters before he managed to do anything interesting. The last fight of the day included 8 lizardmen, 6 dretches and a Hezrou...the paladin went toe to toe with the Hezrou, someone gave him adv, he scored a crit and that was the end of the Hezrou...that's what paladins do....take damage, heal a bit and nova big damage when it is really needed. As for games with less than 6-8 encounters between long rests... Two solutions...1) change your rest rules as per the DMG...short rest is 8 hours and long rest is a week. 2) build 6-8 encounters as per the design guidelines then group them into 2 or 3 very large encounters. Use waves. A deadly encounter followed up by another deadly encounter will cause your players to sit up and take notice. Most of our group's forays into the temple sections of PotA have turned out like this. The party goes into the dungeon, sneaks around reconning as much as they can, a fight starts, the noise attracts more monsters...next thing you know there are 15 or so bad guys and the party is cornered in a 10X15 room with one way out and throwing fireballs and walls of fire out the door... For my part, I don't design adventures around the 6-8 encounters per day paradigm. They just happen. Time pressures and monsters behaving a bit rationally take care of keeping the party from resting. [/QUOTE]
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