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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: 6846862" data-attributes="member: 5834"><p><strong>Encounter 2: Round 3</strong></p><p></p><p>Initiative:</p><p>Jubali 22</p><p>Tim 22</p><p>Slaad 2: 17</p><p>Dom: 16</p><p>Seebo: 15</p><p>Ryken: 10</p><p>Slaad 1: 5</p><p></p><p>Position Update: Both slaad are visible. They move forward 10 feet to clearly see party and all parts of room. They take a position about 10 feet apart to cover movement to each part of room. Their plan is to <em>cloudkill</em> to drive the party forward into combat range to force them to use their movement to close into melee range where they can rip them apart. Slaad are confident combatants who will engage one target each. They will focus on soft targets first knowing they are easy to rip apart.</p><p></p><p><strong>Bard: Bard: 107/93 Bard slots Used: 1st: 4/4 2nd: 3/3 3rd: 3/1 4th: 3/3 5th: 2/2 3rd Inspiration: 4/3 Warlock Spell Slots: 2/1 (2nd level) Gem of Seeing: Charges: 3/2</strong>: </p><p>Active Effects: Truesight active 120 feet (No concentration-great magic item), Faerie Fire on slaad 2 (concentration/duration: 2 of 10)</p><p>Free action: Focus on one.</p><p>Action: Eldritch blast slaad 2 Rolls: +9 with advantage (18,8)=27, (17,15)=26, (7,15)=24 (3 hits) Dam: 3d10+12 force (10,3,7)=32 to slaad 2 </p><p>Movement: Hold position.</p><p>Free action telepathy: Kill the glowing one.</p><p></p><p><strong>Eldritch Knight: Hps: 120/77 Bolts used: 25 Spell slots used: 1st: 4/4 2nd: 3/3 3rd: 2/2</strong></p><p>Move: Hold. </p><p>Action: Attacks Slaad 2 who is glowing and Slaad 1 when slaad 2 dies.</p><p>Bonus action: Extra crossbow shot. </p><p>Attack with Sharpshooter and Advantage: +8 to hit Rolls 1: (2,6)=14 2: (19,10)=27 3: (1,15)=23 4: (2,4)=12; 2 hits Damage: 2d6+32 (2,3)=37 piercing to slaad 2 (4 bolts used)</p><p>Missed Bolts: 2</p><p></p><p><strong>Death Slaad 2</strong> Hps Dead Innates Spells: <em>Fireball</em> Per day: 2/1 <em>cloudkill</em>: 1/0 Engaging eldritch knight.</p><p>Regeneration doesn't work at start of turn because less than 1 hit point. Slaad 2 dies.</p><p></p><p><strong>Cleric: 133/75 Channel Divinity: 2/2 Spell slots used: 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 3/3 5th: 2/2 6th: 1/1 7th: 1/1 </strong></p><p>Move: Dom attacks slaad 1. Drawing mace.</p><p>Action: Attack with mace. +9 to hit./Roll: 19=28 (another 19) Dam: 1d8+4+1d8 radiant+2d6 radiant (mace of disruption) (6,3,4,4)=10 bludgeoning and 11 radiant to Slaad 1.</p><p>Free action telepathy: Ryk, get on this.</p><p></p><p><strong>Wizard: Hps: 93/78 Arcane Ward: 31/0 Slots used: 1st: 4/3 2nd: 3/3 3rd: 3/2 4th: 3/2 5th: 2/1 6th: 1/1 7th: 1/1 Arcane Recovery: 6/6 levels (requires short rest; used once per long rest)</strong></p><p>Move: Runs back 15 feet to opposite corner.</p><p>Action: Cast <em>chill touch</em> on slaad 1 because they look like demons possibly resistance to energy. +11 spell attack Roll with advantage: 7=18 Damage: 3d8 necrotic (4,6,8) 18 Slaad 1 can't regain hit points until start of next turn</p><p></p><p><strong>Paladin: Hps: 120/44 Slots used: 1st: 4/2 2nd: 3/3 3rd: 3/2 4th: 1/1 Channel Divinity: 1/1 Divine Sense: 5/5 Lay on hands: 60/60</strong></p><p>Move: Ryken moves to slaad 1.</p><p>Attacks: Two attacks slaad 1. Rolls: 15=24, 13=22 Dam: 2d8+8 slashing and 2d8 radiant (4,2,4,1) 14 slashing and 5 radiant</p><p></p><p><strong>Death salad 1</strong>: Hps 170/65 Spells: Fireball: 2/1 Choice: The slaad decides to turn invisible and flee to lead the PCs into the golem. Then attack them while they are engaged.</p><p>No regeneration because of wizard's chill touch.</p><p>Action: Turn invisible.</p><p>Move: Runs 30 feet towards western passage.</p><p>No AoOs due to invis.</p><p></p><p>End of round 3.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6846862, member: 5834"] [b]Encounter 2: Round 3[/b] Initiative: Jubali 22 Tim 22 Slaad 2: 17 Dom: 16 Seebo: 15 Ryken: 10 Slaad 1: 5 Position Update: Both slaad are visible. They move forward 10 feet to clearly see party and all parts of room. They take a position about 10 feet apart to cover movement to each part of room. Their plan is to [I]cloudkill[/I] to drive the party forward into combat range to force them to use their movement to close into melee range where they can rip them apart. Slaad are confident combatants who will engage one target each. They will focus on soft targets first knowing they are easy to rip apart. [b]Bard: Bard: 107/93 Bard slots Used: 1st: 4/4 2nd: 3/3 3rd: 3/1 4th: 3/3 5th: 2/2 3rd Inspiration: 4/3 Warlock Spell Slots: 2/1 (2nd level) Gem of Seeing: Charges: 3/2[/b]: Active Effects: Truesight active 120 feet (No concentration-great magic item), Faerie Fire on slaad 2 (concentration/duration: 2 of 10) Free action: Focus on one. Action: Eldritch blast slaad 2 Rolls: +9 with advantage (18,8)=27, (17,15)=26, (7,15)=24 (3 hits) Dam: 3d10+12 force (10,3,7)=32 to slaad 2 Movement: Hold position. Free action telepathy: Kill the glowing one. [b]Eldritch Knight: Hps: 120/77 Bolts used: 25 Spell slots used: 1st: 4/4 2nd: 3/3 3rd: 2/2[/b] Move: Hold. Action: Attacks Slaad 2 who is glowing and Slaad 1 when slaad 2 dies. Bonus action: Extra crossbow shot. Attack with Sharpshooter and Advantage: +8 to hit Rolls 1: (2,6)=14 2: (19,10)=27 3: (1,15)=23 4: (2,4)=12; 2 hits Damage: 2d6+32 (2,3)=37 piercing to slaad 2 (4 bolts used) Missed Bolts: 2 [b]Death Slaad 2[/b] Hps Dead Innates Spells: [I]Fireball[/I] Per day: 2/1 [I]cloudkill[/I]: 1/0 Engaging eldritch knight. Regeneration doesn't work at start of turn because less than 1 hit point. Slaad 2 dies. [b]Cleric: 133/75 Channel Divinity: 2/2 Spell slots used: 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 3/3 5th: 2/2 6th: 1/1 7th: 1/1 [/b] Move: Dom attacks slaad 1. Drawing mace. Action: Attack with mace. +9 to hit./Roll: 19=28 (another 19) Dam: 1d8+4+1d8 radiant+2d6 radiant (mace of disruption) (6,3,4,4)=10 bludgeoning and 11 radiant to Slaad 1. Free action telepathy: Ryk, get on this. [b]Wizard: Hps: 93/78 Arcane Ward: 31/0 Slots used: 1st: 4/3 2nd: 3/3 3rd: 3/2 4th: 3/2 5th: 2/1 6th: 1/1 7th: 1/1 Arcane Recovery: 6/6 levels (requires short rest; used once per long rest)[/b] Move: Runs back 15 feet to opposite corner. Action: Cast [I]chill touch[/I] on slaad 1 because they look like demons possibly resistance to energy. +11 spell attack Roll with advantage: 7=18 Damage: 3d8 necrotic (4,6,8) 18 Slaad 1 can't regain hit points until start of next turn [b]Paladin: Hps: 120/44 Slots used: 1st: 4/2 2nd: 3/3 3rd: 3/2 4th: 1/1 Channel Divinity: 1/1 Divine Sense: 5/5 Lay on hands: 60/60[/b] Move: Ryken moves to slaad 1. Attacks: Two attacks slaad 1. Rolls: 15=24, 13=22 Dam: 2d8+8 slashing and 2d8 radiant (4,2,4,1) 14 slashing and 5 radiant [b]Death salad 1[/b]: Hps 170/65 Spells: Fireball: 2/1 Choice: The slaad decides to turn invisible and flee to lead the PCs into the golem. Then attack them while they are engaged. No regeneration because of wizard's chill touch. Action: Turn invisible. Move: Runs 30 feet towards western passage. No AoOs due to invis. End of round 3. [/QUOTE]
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