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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: 6841874" data-attributes="member: 5834"><p><strong>Encounter 2 Play Discussion</strong></p><p></p><p>This is a much more difficult encounter than the Frost Giants.</p><p></p><p>First, entry into the portal. You have a strange portal that you’re not sure about. You’re not sure you’ll even live going through it. You’re not sure if it changes as each person passes through sending people to different areas. You’re not sure if you end up in some deadly place. You’re likely to send the low value wizard bat familiar into the location to see if you can gain any information. The slaad kill the familiar when they detect each other at roughly the same time given the bat’s blindsight. You’ll also use rituals like detect magic and whatever knowledge skills you have to determine the nature of the portal. At the end of all this, you just have to go in. And this is one of those moments when adventurers look at each other and say, “What the hell. Live or die, we’re all going in at the same time. We can’t risk being separated and we can’t risk dying one at a time. Here we go.”</p><p></p><p>Likely we would join hands and walk in. Marching Order: Paladin, cleric, bard, wizard, eldritch knight. Group as tight as possible to gain paladin save bonus if the environment is damaging. You’re going to stay as near the portal as possible spreading out along the wall until you get an idea of what is there.</p><p></p><p>We enter the area. The bard likely detects the slaad with her high perception. The slaad hear the adventurers given paladins and clerics aren’t stealthy. The only one with visibility would be the bard. The wizard would immediately learn his familiar is dead by the lack of a connection. This would be initiative for a surprise round more than likely with only the bard and slaad being able to react normally.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6841874, member: 5834"] [b]Encounter 2 Play Discussion[/b] This is a much more difficult encounter than the Frost Giants. First, entry into the portal. You have a strange portal that you’re not sure about. You’re not sure you’ll even live going through it. You’re not sure if it changes as each person passes through sending people to different areas. You’re not sure if you end up in some deadly place. You’re likely to send the low value wizard bat familiar into the location to see if you can gain any information. The slaad kill the familiar when they detect each other at roughly the same time given the bat’s blindsight. You’ll also use rituals like detect magic and whatever knowledge skills you have to determine the nature of the portal. At the end of all this, you just have to go in. And this is one of those moments when adventurers look at each other and say, “What the hell. Live or die, we’re all going in at the same time. We can’t risk being separated and we can’t risk dying one at a time. Here we go.” Likely we would join hands and walk in. Marching Order: Paladin, cleric, bard, wizard, eldritch knight. Group as tight as possible to gain paladin save bonus if the environment is damaging. You’re going to stay as near the portal as possible spreading out along the wall until you get an idea of what is there. We enter the area. The bard likely detects the slaad with her high perception. The slaad hear the adventurers given paladins and clerics aren’t stealthy. The only one with visibility would be the bard. The wizard would immediately learn his familiar is dead by the lack of a connection. This would be initiative for a surprise round more than likely with only the bard and slaad being able to react normally. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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