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General Tabletop Discussion
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="BoldItalic" data-source="post: 6842884" data-attributes="member: 6777052"><p>Looking again at the first encounter, if the Wizard is low in the initiative order (as he was in our first play-through) it's not implausible that he could be dead in the first round before getting the chance to act.</p><p></p><p>If the DM decides to focus fire on the softest target, throws both giants at the wizard and all four attacks hit (they only miss if they roll 1's and 2's), they do 100 damage and he's down. Then, it only takes three of the four wolves to breathe on him, he take three automatic death fails (even if he makes his Dex saves, he still takes damage) and he's gone before his turn even comes up.</p><p></p><p>However, assuming, again, the same initiative order, the Paladin and Bard get a chance to intervene. If the Bard can disable two wolves (as she did in the play-through) and the Paladin uses his action to heal the wizard 37 points, that would be enough to soak up the 18 damage from each of the other two wolves even if the wizard fails both saves (about 50% chance of failing both). At worst, he would start his turn on his feet at 1hp and he is in a position to do some damage with spells, after which the Cleric might use his action to heal the wizard back up some more.</p><p></p><p>But unless the wizard pulls off something dramatic with his spell and disables one of the giants, they are still standing.</p><p></p><p>Then, in the second round, the same thing happens again ...</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="BoldItalic, post: 6842884, member: 6777052"] Looking again at the first encounter, if the Wizard is low in the initiative order (as he was in our first play-through) it's not implausible that he could be dead in the first round before getting the chance to act. If the DM decides to focus fire on the softest target, throws both giants at the wizard and all four attacks hit (they only miss if they roll 1's and 2's), they do 100 damage and he's down. Then, it only takes three of the four wolves to breathe on him, he take three automatic death fails (even if he makes his Dex saves, he still takes damage) and he's gone before his turn even comes up. However, assuming, again, the same initiative order, the Paladin and Bard get a chance to intervene. If the Bard can disable two wolves (as she did in the play-through) and the Paladin uses his action to heal the wizard 37 points, that would be enough to soak up the 18 damage from each of the other two wolves even if the wizard fails both saves (about 50% chance of failing both). At worst, he would start his turn on his feet at 1hp and he is in a position to do some damage with spells, after which the Cleric might use his action to heal the wizard back up some more. But unless the wizard pulls off something dramatic with his spell and disables one of the giants, they are still standing. Then, in the second round, the same thing happens again ... :( [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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