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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: 6843859" data-attributes="member: 5834"><p><strong>Round 2:</strong></p><p></p><p>I need to think about how to streamline the information delivery. I'm going to do aggregate resource reports in separate posts.</p><p></p><p><strong>First Encounter:</strong> No surprised round. Both parties alert to danger and visible.</p><p> </p><p> Eldritch Knight 17 (same dex as Azurewraith, so assuming same init)</p><p> Giants: 17 </p><p> Bard: 15</p><p> Paladin: 15</p><p> Wolves: 9</p><p> Wizard: 7</p><p> Cleric: 5</p><p></p><p>2nd round actions: </p><p></p><p><strong>Eldritch Knight:</strong> Hps: 120/106 Bolts used: 8 Spell slots used: 0</p><p></p><p>Action: Fire at wolf 3 next to bard in back east wall of cave.</p><p>Bonus Action: Extra hand crossbow shot.</p><p>Using Sharpshooter: +13-5 sharpshooter=+8 to hit.</p><p>Rolls:</p><p>10=18, 9=17, 10=18, 5=13 (4 hits)</p><p>Damage: 4d6+64 (6,4,3,2)=79</p><p>Wolf 3 dead. (Difficult terrain those four squares due to wolf body)</p><p></p><p>Move Action: EK holds position.</p><p></p><p><strong>Giants: </strong> FG1: 138/67 and FG2: 150/128 The big giant (designate FG2 and closest to paladin; engaged in melee) with the axe made of ice snarls something in a language none of you understand (Giant) and charges forward swinging his axe at the biggest among you... the Paladin!</p><p></p><p>Choice: FG1 has King Kong (Huge giant ape) in his face beating on him. Does a FG with a 9 intelligence have the presence of mind and awareness to decide to wake his buddy up while taking hits from the ape? I'm going to say yes. Out of the corner of his eye he sees the big FG drooling on himself. FG2 is within reach. FG1 uses his action to wake up FG2 out of the <em>hypnotic pattern</em> effect.</p><p></p><p>FG1: Action: Wake up FG2.</p><p>Move: Holds position against ape.</p><p></p><p>FG2: Awake now, he gets to act. He is pinned in and nowhere to move inside. He's been drooling and unaware. He snaps out quick, the tiny paladin is right in front of his face. He will hammer him and start trying to assess the situation.</p><p>Action: Attack paladin.</p><p>Rolls: +10 to hit</p><p>7=17, 3=13 (Two misses. Lucky paladin. Then again he got hit twice last round. Probabilities play out over time-The giant should be hitting the paladin with an AC of 23 about 1 out of every three hits, which will show up in short combats as a hit a round)</p><p>Move Action: Holds position ordering wolves to go after the archer. </p><p></p><p> <strong>Bard:</strong> Bard: 107/107 Slots Used: 1 3rd Inspiration: 4/4 Warlock Spell Slots: 2/2 (2nd level)</p><p></p><p>Bard is now semi safe.</p><p>Move action: Moves north to get clear shot on Wolf 2. She moves 10 feet on wolf body, then will fall back 20 feet after she fires.</p><p>Action: Eldritch blast at wolf 2. +9 to hit.</p><p>Rolls:</p><p>15=24, 6=15, 6=15; Dam: 3d10+12 force damage=(9,8,4)=33 </p><p>Free action telepahty: Don't hit the giant on Ryken. He's frozen.</p><p></p><p><strong>Paladin:</strong> Hps: 120/96 Slots used: 2 1st Channel Divinity: 1/1 Divine Sense: 5/5 Lay on hands: 60/60</p><p>Free Action Telepathy: I have big one. </p><p>Move: 5 feet left in direct path of giant.</p><p>Action: Attack Wolf 2. +9 to hit</p><p>Rolls: 6=15, 7=16 (two hits-I did not notice increased AC on big one) Dam: 2d8+8 slashing +2d8 radiant=(5,4,3,1)=21 to FG 2 (wolf 2 dead; DT those squares)</p><p>Free action emote at FG2: Bangs shield with sword. Glares at giant and indicates he wants fight. </p><p></p><p><strong>Wolves:</strong> Wolf 1: 75/75 (hypnotized) Wolf 2: Dead Wolf 3: Dead Wolf 4: Dead</p><p>No actions. Three wolves dead. Living one hypnotized.</p><p></p><p> <strong>Wizard:</strong> Hps: 93/92 Arcane Ward: 31/0 Slots used: 1 4th/1 5th Arcane Recovery: 6/6 levels (requires short rest; used once per long rest)</p><p>Move: Pops up from prone fires at FG2 and drops prone again.</p><p>Action: Fire bolt at FG2. (Paladin too small to provide cover for giant) +11 spell attack</p><p>Roll: 11=22 Dam: 3d10 fire (10,8,4) 22 fire (lucky gnome)</p><p></p><p><strong>Cleric:</strong> 133/89 Channel Divinity: 2/2 Spell slots used: 0</p><p>Giant Ape: 157/157</p><p>Move: Hold position in path of FG1.</p><p>Attack: Pounds on FG1; 2 fists: +9 melee attack</p><p>Roll: 7=16; 12=21; Damage: 6d10+12 (3,9,9,7,2,4) 46 bludgeoning to FG1</p><p></p><p>End of Round 2.</p><p></p><p>Much, much easier and better organized. On a side note, maybe <strong>Flamestrike</strong> was right about the wolves. You can pound through them when the party is focused.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6843859, member: 5834"] [b]Round 2:[/b] I need to think about how to streamline the information delivery. I'm going to do aggregate resource reports in separate posts. [B]First Encounter:[/B] No surprised round. Both parties alert to danger and visible. Eldritch Knight 17 (same dex as Azurewraith, so assuming same init) Giants: 17 Bard: 15 Paladin: 15 Wolves: 9 Wizard: 7 Cleric: 5 2nd round actions: [B]Eldritch Knight:[/B] Hps: 120/106 Bolts used: 8 Spell slots used: 0 Action: Fire at wolf 3 next to bard in back east wall of cave. Bonus Action: Extra hand crossbow shot. Using Sharpshooter: +13-5 sharpshooter=+8 to hit. Rolls: 10=18, 9=17, 10=18, 5=13 (4 hits) Damage: 4d6+64 (6,4,3,2)=79 Wolf 3 dead. (Difficult terrain those four squares due to wolf body) Move Action: EK holds position. [B]Giants: [/B] FG1: 138/67 and FG2: 150/128 The big giant (designate FG2 and closest to paladin; engaged in melee) with the axe made of ice snarls something in a language none of you understand (Giant) and charges forward swinging his axe at the biggest among you... the Paladin! Choice: FG1 has King Kong (Huge giant ape) in his face beating on him. Does a FG with a 9 intelligence have the presence of mind and awareness to decide to wake his buddy up while taking hits from the ape? I'm going to say yes. Out of the corner of his eye he sees the big FG drooling on himself. FG2 is within reach. FG1 uses his action to wake up FG2 out of the [I]hypnotic pattern[/I] effect. FG1: Action: Wake up FG2. Move: Holds position against ape. FG2: Awake now, he gets to act. He is pinned in and nowhere to move inside. He's been drooling and unaware. He snaps out quick, the tiny paladin is right in front of his face. He will hammer him and start trying to assess the situation. Action: Attack paladin. Rolls: +10 to hit 7=17, 3=13 (Two misses. Lucky paladin. Then again he got hit twice last round. Probabilities play out over time-The giant should be hitting the paladin with an AC of 23 about 1 out of every three hits, which will show up in short combats as a hit a round) Move Action: Holds position ordering wolves to go after the archer. [B]Bard:[/B] Bard: 107/107 Slots Used: 1 3rd Inspiration: 4/4 Warlock Spell Slots: 2/2 (2nd level) Bard is now semi safe. Move action: Moves north to get clear shot on Wolf 2. She moves 10 feet on wolf body, then will fall back 20 feet after she fires. Action: Eldritch blast at wolf 2. +9 to hit. Rolls: 15=24, 6=15, 6=15; Dam: 3d10+12 force damage=(9,8,4)=33 Free action telepahty: Don't hit the giant on Ryken. He's frozen. [B]Paladin:[/B] Hps: 120/96 Slots used: 2 1st Channel Divinity: 1/1 Divine Sense: 5/5 Lay on hands: 60/60 Free Action Telepathy: I have big one. Move: 5 feet left in direct path of giant. Action: Attack Wolf 2. +9 to hit Rolls: 6=15, 7=16 (two hits-I did not notice increased AC on big one) Dam: 2d8+8 slashing +2d8 radiant=(5,4,3,1)=21 to FG 2 (wolf 2 dead; DT those squares) Free action emote at FG2: Bangs shield with sword. Glares at giant and indicates he wants fight. [B]Wolves:[/B] Wolf 1: 75/75 (hypnotized) Wolf 2: Dead Wolf 3: Dead Wolf 4: Dead No actions. Three wolves dead. Living one hypnotized. [B]Wizard:[/B] Hps: 93/92 Arcane Ward: 31/0 Slots used: 1 4th/1 5th Arcane Recovery: 6/6 levels (requires short rest; used once per long rest) Move: Pops up from prone fires at FG2 and drops prone again. Action: Fire bolt at FG2. (Paladin too small to provide cover for giant) +11 spell attack Roll: 11=22 Dam: 3d10 fire (10,8,4) 22 fire (lucky gnome) [B]Cleric:[/B] 133/89 Channel Divinity: 2/2 Spell slots used: 0 Giant Ape: 157/157 Move: Hold position in path of FG1. Attack: Pounds on FG1; 2 fists: +9 melee attack Roll: 7=16; 12=21; Damage: 6d10+12 (3,9,9,7,2,4) 46 bludgeoning to FG1 End of Round 2. Much, much easier and better organized. On a side note, maybe [b]Flamestrike[/b] was right about the wolves. You can pound through them when the party is focused. [/QUOTE]
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