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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: 6861943" data-attributes="member: 5834"><p>First, why is the idea of a demonic war band of chaotic evil demons raiding the tunnels of the Underdark acting like a savage barbarian horde inappropriate? Is this really that hard to picture? </p><p></p><p>Second, why does a demonic warband raiding the tunnels of the Underdark need a complicated environment to make them dangerous? Am I expecting too much to have a demonic warband lead by a mariilth in a neutral environment to be a challenge for level 10 PCs? Is that my bad for expecting a challenging fight in that situation?</p><p></p><p>Third, can you name all the optimal abilities CapnZapp, Hemlock, and I are talking about? I've had the following in every group I've run with in 5E.</p><p></p><p>Sharpshooter with archery style.</p><p>Double proficiency bonus Perception and Stealth.</p><p><em>Bless</em> used often.</p><p>Multiclass paladins that at least get Aura of Protection before choosing another class.</p><p>Heavy armor wearer with plate armor, shield, and Defensive style with access to a <em>shield</em> spell.</p><p>Devilsight character that likes to hide in <em>darkness</em>.</p><p>Lore bard (thankfully that character was gone early in the recent campaign)</p><p><em>Polymorph</em> casters have been in every campaign that exceeded 7th. </p><p></p><p>The other stuff changes around them, but we've had these types of characters in every campaign except the first one. The Keep on the Borderlands that went to 6th level. The Giantslayer campaign that went to 7th. The Princes of the Apocalypse campaign that went to 9th. The current Out of the Abyss campaign that is at 11th level. I always have these abilities in the group. Is this the case with other DMs? Do your groups make sure to have these abilities in the group?</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6861943, member: 5834"] First, why is the idea of a demonic war band of chaotic evil demons raiding the tunnels of the Underdark acting like a savage barbarian horde inappropriate? Is this really that hard to picture? Second, why does a demonic warband raiding the tunnels of the Underdark need a complicated environment to make them dangerous? Am I expecting too much to have a demonic warband lead by a mariilth in a neutral environment to be a challenge for level 10 PCs? Is that my bad for expecting a challenging fight in that situation? Third, can you name all the optimal abilities CapnZapp, Hemlock, and I are talking about? I've had the following in every group I've run with in 5E. Sharpshooter with archery style. Double proficiency bonus Perception and Stealth. [I]Bless[/I] used often. Multiclass paladins that at least get Aura of Protection before choosing another class. Heavy armor wearer with plate armor, shield, and Defensive style with access to a [I]shield[/I] spell. Devilsight character that likes to hide in [I]darkness[/I]. Lore bard (thankfully that character was gone early in the recent campaign) [I]Polymorph[/I] casters have been in every campaign that exceeded 7th. The other stuff changes around them, but we've had these types of characters in every campaign except the first one. The Keep on the Borderlands that went to 6th level. The Giantslayer campaign that went to 7th. The Princes of the Apocalypse campaign that went to 9th. The current Out of the Abyss campaign that is at 11th level. I always have these abilities in the group. Is this the case with other DMs? Do your groups make sure to have these abilities in the group? [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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