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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Lord Twig" data-source="post: 6848311" data-attributes="member: 31754"><p>Commentary on Encounter Two</p><p></p><p>So it didn't go well, but it could have been a lot worse.</p><p></p><p>The scouting failed in the sense that even with a spell and high skills they were spotted immediately. I would normally be a bit more generous there, but with the advantage of invisibility and blindsense it made sense that the Slaads would spot the rogue, who couldn't have predicted that combination. It succeeded in that the entire party was not being hit simultaneously with area spells.</p><p></p><p>The repeated Fireballs and Cloudkills definitely added a sense of urgency to close with the Slaads and stop them. As it worked it didn't matter though as they were then out of major offensive spells once the entire party managed to get into melee. The Banishment spell at the end just saved some bruising melee which would have gone on for at least two or three more rounds. Still worth the spell slot I think.</p><p></p><p>Honestly if the party had gone in together I don't think the outcome would have been that different. More people would have been hit with the fireballs, but the wizard would have been able to get off the banishment spell earlier and probably countered at least one of the fireballs.</p><p></p><p>Finally, all of the concerns of the animal companion have come true. Area spells just wreck them. It has confirmed in my mind that my house rules to make them a little more durable is entirely warranted (increased hit points to 5x ranger level and Evasion). And that's one of the things I wanted to find out by running these scenarios.</p></blockquote><p></p>
[QUOTE="Lord Twig, post: 6848311, member: 31754"] Commentary on Encounter Two So it didn't go well, but it could have been a lot worse. The scouting failed in the sense that even with a spell and high skills they were spotted immediately. I would normally be a bit more generous there, but with the advantage of invisibility and blindsense it made sense that the Slaads would spot the rogue, who couldn't have predicted that combination. It succeeded in that the entire party was not being hit simultaneously with area spells. The repeated Fireballs and Cloudkills definitely added a sense of urgency to close with the Slaads and stop them. As it worked it didn't matter though as they were then out of major offensive spells once the entire party managed to get into melee. The Banishment spell at the end just saved some bruising melee which would have gone on for at least two or three more rounds. Still worth the spell slot I think. Honestly if the party had gone in together I don't think the outcome would have been that different. More people would have been hit with the fireballs, but the wizard would have been able to get off the banishment spell earlier and probably countered at least one of the fireballs. Finally, all of the concerns of the animal companion have come true. Area spells just wreck them. It has confirmed in my mind that my house rules to make them a little more durable is entirely warranted (increased hit points to 5x ranger level and Evasion). And that's one of the things I wanted to find out by running these scenarios. [/QUOTE]
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Community
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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