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Community
General Tabletop Discussion
*Dungeons & Dragons
Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Flamestrike" data-source="post: 6850324" data-attributes="member: 6788736"><p>Re: the Shadow demons, I'm not seeing it. The PC's can simply ready actions to [attack/ cast a a spell] triggered to occur when the Demons emerge from hiding [or the floor].</p><p></p><p>So even if the demon starts its turn hidden, or inside a wall, or both, and then moves to a PC and attacks, it instantly reveals itself after the first attack is resolved regardless of if the attack hits or misses, and is no longer hidden.</p><p></p><p>Then any PC with a readied action can now hit the demon, cast a spell on it or whatever.</p><p></p><p>After the 'interrupt' is resolved, the demon is free to move away [using its bonus action to hide again, or to disengage if there are PCs within reach that still have reactions left, or use that bonus action to attack or to dash]</p><p></p><p>Also, for any PC with True Seeing active, the demons cant hide from that person in shadows within the true sight range of that person. The True seeing PC will spot them automatically within that radius and can blast them at will.</p><p></p><p>Finally, 'only' 1d10 force damage might not sound like much, but it hurts the Demons to remain inside an object and they avoid it, preferring to use the unnatural gloom of the demi-plane and their skill at hiding to strike at PCs.</p><p></p><p>I expect the standard routie to go [start turn hidden] move to PC [attack while hidden + sneak attack] move away from PC [possible AoO] then use bonus action to Hide in the gloom of the demiplane.</p><p></p><p>This can be mixed up of course - thanks to Haste, the critters have an impressive move speed and can use that bonus action to also disengage, dash or attack [one attack only] instead of re-hiding.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6850324, member: 6788736"] Re: the Shadow demons, I'm not seeing it. The PC's can simply ready actions to [attack/ cast a a spell] triggered to occur when the Demons emerge from hiding [or the floor]. So even if the demon starts its turn hidden, or inside a wall, or both, and then moves to a PC and attacks, it instantly reveals itself after the first attack is resolved regardless of if the attack hits or misses, and is no longer hidden. Then any PC with a readied action can now hit the demon, cast a spell on it or whatever. After the 'interrupt' is resolved, the demon is free to move away [using its bonus action to hide again, or to disengage if there are PCs within reach that still have reactions left, or use that bonus action to attack or to dash] Also, for any PC with True Seeing active, the demons cant hide from that person in shadows within the true sight range of that person. The True seeing PC will spot them automatically within that radius and can blast them at will. Finally, 'only' 1d10 force damage might not sound like much, but it hurts the Demons to remain inside an object and they avoid it, preferring to use the unnatural gloom of the demi-plane and their skill at hiding to strike at PCs. I expect the standard routie to go [start turn hidden] move to PC [attack while hidden + sneak attack] move away from PC [possible AoO] then use bonus action to Hide in the gloom of the demiplane. This can be mixed up of course - thanks to Haste, the critters have an impressive move speed and can use that bonus action to also disengage, dash or attack [one attack only] instead of re-hiding. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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