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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Celtavian" data-source="post: 6840810" data-attributes="member: 5834"><p>The player of the paladin would likely use a smite or two. If I'm running him, the paladin casts <em>shield of faith</em> uses the Dodge action for a round or two to occupy the giant as living crowd control. With an AC of 23 and disadvantage, there is a good chance the giant misses.</p><p></p><p>The other giant would be occupied by the wizard ape. The giant ape has around 120 hit points. It will take the giant a while to get through that. The ape does quite a bit of a damage to wear the giant down.</p><p></p><p>With two wolves as occurred hypnotized, the other two wolves will be focused on the by the Eldritch Knight crossbow guy. His to hit roll at 13th level with a 20 dex and archery style would be +12-5 Sharpshooter for +7. You figure winter wolve AC is about 14. He will get 4 attacks for an average of 1d6+15 or 18 per attack. So four attacks with roughly three hitting per round would be 54 per round. Then add in the cleric hitting for 1d8+1d8 radiant +4 str=13 per hit. So the first round we would be able to hammer the still active wolf for 67 points.</p><p></p><p>Round 2 the bard starts offense: Now you have 54 on the other wolf, +13, plus bard warlock Eldritch blast for 1d10+4 per attack and +9 to hit. 30 points per round. So the second wolf dies in round with the cleric finishing off wolf one and bard and eldritch knight finishing off wolf 2.</p><p></p><p>Now you have 8 rounds to finish the giants without wolf interference. The ape should have dealt some damage to the giant he is fighting. You shift everyone onto the giant facing the paladin in round 3. Let the ape take some more hits from the giant because who cares.</p><p></p><p>Round three the ape attacks the giant on the paladin. Archer hammers likely only hitting two times now for 36 points, cleric for 13, and bard for 19 for 68. The paladin starts attacking as well for 1d8 +1d8 radiant +3 strength for at least one hit for 12 points. 80 points to giant. This does not include ape damage.</p><p></p><p>Round 4 giant on paladin should die. Focus on other giant.</p><p></p><p>Round 5 other giant should die with all five characters focus firing giant.</p><p></p><p>Round six focus fire on wolf, should die in single round.</p><p></p><p>Round 7 other wolf dies.</p><p></p><p>By round 8 you are assessing damage. Given the chance to hit for the giant against the paladin dodging granting disadvantage against a 23 AC I think you said a +10 or 11 to hit. He should hit maybe once per round, likely once per two rounds. Even with 52 point per round hits against the ape, it will take 3 rounds to kill the ape.</p><p></p><p>Rolls will factor into this lucky one way or the other. If the bard hits all three times or the Eldritch knight all four times, things end faster. The eldritch knight should be able to position so both wolves can't get a hit on multiple PCs. If damage is limited to one PC, then we're ok. You don't need to be at full hit points all the time. If a few are down some hit points, then you're ok for quite a while.</p><p></p><p>I figure a patient party focused on preserving resources finishes this with 1 1st level paladin spell used, 1 polymorph, and a <em>hypnotic pattern</em>. If we're lucky enough to get three wolves, that reduces damage even more. The one wolf will die in a round or two at most. Then we focus the fire the giants. They go down fast and hard.</p><p></p><p>Not sure how many players use the human crowd control trick with the high AC heavy armor users, but we use it quite often. It works best with a Sentinel Paladin or Fighter. Barbarians are usually easy to hit and can take the damage. I'd be very surprised if we couldn't beat this encounter by round 8 with the saves you made with an optimized party. If you had given the paladin magic armor, we would have fared even better. I can't remember what you gave Bedrock. Our paladin would likely have a 16 Con and over a 100 hit points.</p><p></p><p>By the way, what would you have given the Eldritch Knight Crossbow Expert?</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6840810, member: 5834"] The player of the paladin would likely use a smite or two. If I'm running him, the paladin casts [I]shield of faith[/I] uses the Dodge action for a round or two to occupy the giant as living crowd control. With an AC of 23 and disadvantage, there is a good chance the giant misses. The other giant would be occupied by the wizard ape. The giant ape has around 120 hit points. It will take the giant a while to get through that. The ape does quite a bit of a damage to wear the giant down. With two wolves as occurred hypnotized, the other two wolves will be focused on the by the Eldritch Knight crossbow guy. His to hit roll at 13th level with a 20 dex and archery style would be +12-5 Sharpshooter for +7. You figure winter wolve AC is about 14. He will get 4 attacks for an average of 1d6+15 or 18 per attack. So four attacks with roughly three hitting per round would be 54 per round. Then add in the cleric hitting for 1d8+1d8 radiant +4 str=13 per hit. So the first round we would be able to hammer the still active wolf for 67 points. Round 2 the bard starts offense: Now you have 54 on the other wolf, +13, plus bard warlock Eldritch blast for 1d10+4 per attack and +9 to hit. 30 points per round. So the second wolf dies in round with the cleric finishing off wolf one and bard and eldritch knight finishing off wolf 2. Now you have 8 rounds to finish the giants without wolf interference. The ape should have dealt some damage to the giant he is fighting. You shift everyone onto the giant facing the paladin in round 3. Let the ape take some more hits from the giant because who cares. Round three the ape attacks the giant on the paladin. Archer hammers likely only hitting two times now for 36 points, cleric for 13, and bard for 19 for 68. The paladin starts attacking as well for 1d8 +1d8 radiant +3 strength for at least one hit for 12 points. 80 points to giant. This does not include ape damage. Round 4 giant on paladin should die. Focus on other giant. Round 5 other giant should die with all five characters focus firing giant. Round six focus fire on wolf, should die in single round. Round 7 other wolf dies. By round 8 you are assessing damage. Given the chance to hit for the giant against the paladin dodging granting disadvantage against a 23 AC I think you said a +10 or 11 to hit. He should hit maybe once per round, likely once per two rounds. Even with 52 point per round hits against the ape, it will take 3 rounds to kill the ape. Rolls will factor into this lucky one way or the other. If the bard hits all three times or the Eldritch knight all four times, things end faster. The eldritch knight should be able to position so both wolves can't get a hit on multiple PCs. If damage is limited to one PC, then we're ok. You don't need to be at full hit points all the time. If a few are down some hit points, then you're ok for quite a while. I figure a patient party focused on preserving resources finishes this with 1 1st level paladin spell used, 1 polymorph, and a [I]hypnotic pattern[/I]. If we're lucky enough to get three wolves, that reduces damage even more. The one wolf will die in a round or two at most. Then we focus the fire the giants. They go down fast and hard. Not sure how many players use the human crowd control trick with the high AC heavy armor users, but we use it quite often. It works best with a Sentinel Paladin or Fighter. Barbarians are usually easy to hit and can take the damage. I'd be very surprised if we couldn't beat this encounter by round 8 with the saves you made with an optimized party. If you had given the paladin magic armor, we would have fared even better. I can't remember what you gave Bedrock. Our paladin would likely have a 16 Con and over a 100 hit points. By the way, what would you have given the Eldritch Knight Crossbow Expert? [/QUOTE]
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