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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="BoldItalic" data-source="post: 6860094" data-attributes="member: 6777052"><p>Ah, but she doesn't intend to pursue out into the corridor. Her job is to guard the exit behind her.</p><p></p><p>And it's not entirely white room; the narrow passage and the doorway mean that only the character standing in front of the door actually has line of sight on the Marilith. So to get in an attack each the PCs have to rotate position, which if you work it out is quite tricky. Each PC has to move up through his friends (difficult terrain), kick the door open, make a short-range attack, disengage and move back down the line (difficult terrrain again).</p><p></p><p>Everyone has to disengage if they want to avoid an AoO because Mariliths get a reaction every <em>turn</em>. And they have to kick the door open because, as you have only just discovered, it's on a self-closing spring and shuts at the end of the turn it's opened on.</p><p></p><p>Get it right and there's no one outside the door when her turn comes up, so she doesn't get an attack. Except that her previous AoO was a tail attack and she may have restrained someone. <em>Then</em> she gets 7 attacks on him, on her turn.</p><p></p><p>You can't use ranged attacks because there's no line of sight and it's no good backing off and sending in AoE spell attacks, because the door is shut.</p><p></p><p>You could try destroying the door but it will cost you resources because it's enchanted and you can't just have your fighter smash it with brute force.</p><p></p><p>Oh, by the way, the exit behind the Marilith is a 5ft wide passage that leads to a dead end with a door on the left, behind which is another 10ftx10ft room into which the Marilith can teleport from the first one as an action ...</p><p></p><p>Is it complicated enough tactically yet?</p></blockquote><p></p>
[QUOTE="BoldItalic, post: 6860094, member: 6777052"] Ah, but she doesn't intend to pursue out into the corridor. Her job is to guard the exit behind her. And it's not entirely white room; the narrow passage and the doorway mean that only the character standing in front of the door actually has line of sight on the Marilith. So to get in an attack each the PCs have to rotate position, which if you work it out is quite tricky. Each PC has to move up through his friends (difficult terrain), kick the door open, make a short-range attack, disengage and move back down the line (difficult terrrain again). Everyone has to disengage if they want to avoid an AoO because Mariliths get a reaction every [i]turn[/i]. And they have to kick the door open because, as you have only just discovered, it's on a self-closing spring and shuts at the end of the turn it's opened on. Get it right and there's no one outside the door when her turn comes up, so she doesn't get an attack. Except that her previous AoO was a tail attack and she may have restrained someone. [i]Then[/i] she gets 7 attacks on him, on her turn. You can't use ranged attacks because there's no line of sight and it's no good backing off and sending in AoE spell attacks, because the door is shut. You could try destroying the door but it will cost you resources because it's enchanted and you can't just have your fighter smash it with brute force. Oh, by the way, the exit behind the Marilith is a 5ft wide passage that leads to a dead end with a door on the left, behind which is another 10ftx10ft room into which the Marilith can teleport from the first one as an action ... Is it complicated enough tactically yet? [/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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