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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: 6843963" data-attributes="member: 5834"><p><strong>Round 3</strong></p><p></p><p><strong>First Encounter:</strong> No surprise 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>3rd round actions: </p><p></p><p><strong>Eldritch Knight:</strong> Hps: 120/106 Bolts used: 12 Spell slots used: 0</p><p>Free action telepath: Focus on big one on Ryken. Dom has other one. (all answer affirmative)</p><p>Action: Fire at FG2 on paladin.</p><p>Bonus Action: Extra hand crossbow shot.</p><p>Using Sharpshooter: +13-5 sharpshooter=+8 to hit.</p><p>Rolls: 6=14, 2=10, 20=28 (Crit), 12=20 (2 hits, 2 misses) Damage: 3d6+32 (extra die 6 for critical hit; rolls 6,4,2) 44 piercing to FG2</p><p>Move Action: EK holds position.</p><p>Missed bolts: 2 (half recoverable at end of battle)</p><p></p><p><strong>Note</strong>: A little math analysis to show why Sharpshooter should always be on in this scenario. Without sharpshooter I would have had four hits and a crit against FG 2. The damage for four hits would have been 5d6+24=(4,6,1,3,5) for 43 piercing damage. Even 5 hits with a crit is one point less than 2 hits with a crit with sharpshooter. It's not contest. For lower ACs, always use Sharpshooter. Higher AC the decision may be different.</p><p></p><p><strong>Giants: </strong> FG1: 138/52 and FG2: 150/27 The big giant (designate FG2 and closest to paladin; engaged in melee) with the axe made of ice.</p><p></p><p>Choice: FG 2 is damn tired of the archer. He sidesteps the paladin staying in his reach (so no AoO) and moves to hammer the EK. FG1 is locked into death combat with King Kong.</p><p>FG1: Action: Desperately attack ape. 2 attacks. +9 melee</p><p>Rolls: 20 (crit)=29, 13=22 (two hits with crit-monkey not happy); Damage: 9d12+12 (3,3,12,10,1,3,10,4,12-this is why I hate d12 weapons, damage rolls too wide)=70 slashing damage</p><p>Move: Holds position against ape.</p><p></p><p>FG2: Attacks EK.</p><p>Move: Moves to attack EK. Stays in reach of paladin, so no AoO. FG2 right in midst of group. Everyone within reach.</p><p>Action: Attack EK. +10 to hit (I hope he doesn't get as lucky as his buddy)</p><p>Rolls:2=12, 9=18 (One hit and one miss.)</p><p></p><p>Bard reaction: Cutting Words (cutting note against attack roll 9): 1d10 subtracted from attack roll (9) FG2 attack misses as Jubali sends falsetto note against his axe.</p><p></p><p></p><p><strong>Bard:</strong> Bard: 107/107 Bard slots Used: 1 3rd Inspiration: 4/3 Warlock Spell Slots: 2/2 (2nd level)</p><p></p><p>Move action: Nowhere much to move. Stays out of 5 foot reach so no disadvantage on ranged spell attack.</p><p>Action: Eldritch blast at FG2. +9 to hit.</p><p>Rolls: 7=16,5=14,13=22 (2 hits); Damage: 2d10+8 (5,2) 15 force</p><p>Free action telepathy: Take this one down. Too close.</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: Hold position.</p><p>Action: Attack Wolf FG2. +9 to hit</p><p>Rolls: 7=16, 10=19 Damage: 2d8+8 slashing plus 2d8 radiant (8,1,6,7) 30 radiant and slashing to FG2</p><p></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 round 3.</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: Giants is standing next to him. He's a gutsy little guy. He'll stay his ground.</p><p>Action: Shocking grasp at FG2. +11 spell attack</p><p>Roll: 18=29 Dam: 3d8 electrical (7,2,3) 12 (Giant loses reaction)</p><p>Free action telepathy: Dom, Dom, kill giant behind you. Kill giant behind you.</p><p></p><p><strong>Cleric:</strong> 133/89 Channel Divinity: 2/2 Spell slots used: 0</p><p>Giant Ape: 157/87</p><p>Move: Dom ignores wizard. He's too enraged from crit. He hammers on FG1.</p><p>Attack: Pounds on FG1; 2 fists: +9 melee attack</p><p>Roll: 2=11; 11=20; Damage: 3d10+6 (7,1,1) 15 bludgeoning to FG1</p><p></p><p>End of Round 3.</p><p></p><p>I'll finish this when I get home from work. Should wrap up in round 4 or 5 depending rolls.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6843963, member: 5834"] [b]Round 3[/b] [B]First Encounter:[/B] No surprise 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 3rd round actions: [B]Eldritch Knight:[/B] Hps: 120/106 Bolts used: 12 Spell slots used: 0 Free action telepath: Focus on big one on Ryken. Dom has other one. (all answer affirmative) Action: Fire at FG2 on paladin. Bonus Action: Extra hand crossbow shot. Using Sharpshooter: +13-5 sharpshooter=+8 to hit. Rolls: 6=14, 2=10, 20=28 (Crit), 12=20 (2 hits, 2 misses) Damage: 3d6+32 (extra die 6 for critical hit; rolls 6,4,2) 44 piercing to FG2 Move Action: EK holds position. Missed bolts: 2 (half recoverable at end of battle) [b]Note[/b]: A little math analysis to show why Sharpshooter should always be on in this scenario. Without sharpshooter I would have had four hits and a crit against FG 2. The damage for four hits would have been 5d6+24=(4,6,1,3,5) for 43 piercing damage. Even 5 hits with a crit is one point less than 2 hits with a crit with sharpshooter. It's not contest. For lower ACs, always use Sharpshooter. Higher AC the decision may be different. [B]Giants: [/B] FG1: 138/52 and FG2: 150/27 The big giant (designate FG2 and closest to paladin; engaged in melee) with the axe made of ice. Choice: FG 2 is damn tired of the archer. He sidesteps the paladin staying in his reach (so no AoO) and moves to hammer the EK. FG1 is locked into death combat with King Kong. FG1: Action: Desperately attack ape. 2 attacks. +9 melee Rolls: 20 (crit)=29, 13=22 (two hits with crit-monkey not happy); Damage: 9d12+12 (3,3,12,10,1,3,10,4,12-this is why I hate d12 weapons, damage rolls too wide)=70 slashing damage Move: Holds position against ape. FG2: Attacks EK. Move: Moves to attack EK. Stays in reach of paladin, so no AoO. FG2 right in midst of group. Everyone within reach. Action: Attack EK. +10 to hit (I hope he doesn't get as lucky as his buddy) Rolls:2=12, 9=18 (One hit and one miss.) Bard reaction: Cutting Words (cutting note against attack roll 9): 1d10 subtracted from attack roll (9) FG2 attack misses as Jubali sends falsetto note against his axe. [B]Bard:[/B] Bard: 107/107 Bard slots Used: 1 3rd Inspiration: 4/3 Warlock Spell Slots: 2/2 (2nd level) Move action: Nowhere much to move. Stays out of 5 foot reach so no disadvantage on ranged spell attack. Action: Eldritch blast at FG2. +9 to hit. Rolls: 7=16,5=14,13=22 (2 hits); Damage: 2d10+8 (5,2) 15 force Free action telepathy: Take this one down. Too close. [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: Hold position. Action: Attack Wolf FG2. +9 to hit Rolls: 7=16, 10=19 Damage: 2d8+8 slashing plus 2d8 radiant (8,1,6,7) 30 radiant and slashing to FG2 [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 round 3. [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: Giants is standing next to him. He's a gutsy little guy. He'll stay his ground. Action: Shocking grasp at FG2. +11 spell attack Roll: 18=29 Dam: 3d8 electrical (7,2,3) 12 (Giant loses reaction) Free action telepathy: Dom, Dom, kill giant behind you. Kill giant behind you. [B]Cleric:[/B] 133/89 Channel Divinity: 2/2 Spell slots used: 0 Giant Ape: 157/87 Move: Dom ignores wizard. He's too enraged from crit. He hammers on FG1. Attack: Pounds on FG1; 2 fists: +9 melee attack Roll: 2=11; 11=20; Damage: 3d10+6 (7,1,1) 15 bludgeoning to FG1 End of Round 3. I'll finish this when I get home from work. Should wrap up in round 4 or 5 depending rolls. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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