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Designing a fantasy army in 5th
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<blockquote data-quote="orangefruitbat" data-source="post: 6582420" data-attributes="member: 3013"><p>Actually, I don't think it should be too hard for the army to challenge the PCs if they are using this plan. Like most PC plans, it's pretty terrible <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>1) The army will probably have scouts that the PCs will need to deal with before the main army arrives. Just one mounted scout who escapes can warn the enemy. The PCs probably can avoid detection, but this could cost them resources or time (i.e., they move further away to avoid being noticed). I don't know how big the enemy forces are, but if it's significant, they will also have a proper vanguard, main body and rear guard.</p><p></p><p>2) The army could have fast-moving calvary, archers/crossbowmen for ranged firepower, and troops with reach weapons to challenge different types of party tactics. They could have rangers or dogs for tracking the party. Plus one or two "specials" that no fantasy army should be without. Maybe it's a wyvern, or a pair of trolls or a bound demon.</p><p> </p><p>3) The rest of the party is presumably well back of the buffed infiltrator, which should really limit their ability to help him if things go wrong. BTW, they can't see or hear him.</p><p></p><p>4) If the rest of the party attempts to confront the army (as a diversion?), you have three PCs maintaining concentration, limiting their own effectiveness. Plus if they get hurt, the buff spells can go away.</p><p></p><p>5) The range on Silence is only 120'. Also, it can't be cast on a person any more - only a specific and immovable point in space.</p><p></p><p>6) Greater invisibility only has a duration of 1 minute. So the grappler has, even if greater invisibility is cast last, only 10 rounds to fly over to the enemy, find the leader, grapple and subdue him, and escape. That's cutting it real tight.</p><p></p><p>7) The enemy army is led by "mages" - plural. There's no reason to think that they don't make use of magical countermeasures to detect invisible opponents, or things like Glitterdust, faerie fire or Invisibility Purge (don't remember if these are all in 5E or not). Plus they should have ample access to counterspells and dispel magic. And they should be able to fly after a PC - or just paste him with their own spells). The action economy of 1 PC vs even just the leader and his command staff isn't in the PC's favour.</p><p></p><p>8) The leader is really paranoid. He doesn't wear any identifying insignia in the field. Maybe he uses Alter Self to be disguised as a regular soldier. Maybe he uses illusions to make someone else appear as him, while he hangs around like a bodyguard.</p></blockquote><p></p>
[QUOTE="orangefruitbat, post: 6582420, member: 3013"] Actually, I don't think it should be too hard for the army to challenge the PCs if they are using this plan. Like most PC plans, it's pretty terrible :) 1) The army will probably have scouts that the PCs will need to deal with before the main army arrives. Just one mounted scout who escapes can warn the enemy. The PCs probably can avoid detection, but this could cost them resources or time (i.e., they move further away to avoid being noticed). I don't know how big the enemy forces are, but if it's significant, they will also have a proper vanguard, main body and rear guard. 2) The army could have fast-moving calvary, archers/crossbowmen for ranged firepower, and troops with reach weapons to challenge different types of party tactics. They could have rangers or dogs for tracking the party. Plus one or two "specials" that no fantasy army should be without. Maybe it's a wyvern, or a pair of trolls or a bound demon. 3) The rest of the party is presumably well back of the buffed infiltrator, which should really limit their ability to help him if things go wrong. BTW, they can't see or hear him. 4) If the rest of the party attempts to confront the army (as a diversion?), you have three PCs maintaining concentration, limiting their own effectiveness. Plus if they get hurt, the buff spells can go away. 5) The range on Silence is only 120'. Also, it can't be cast on a person any more - only a specific and immovable point in space. 6) Greater invisibility only has a duration of 1 minute. So the grappler has, even if greater invisibility is cast last, only 10 rounds to fly over to the enemy, find the leader, grapple and subdue him, and escape. That's cutting it real tight. 7) The enemy army is led by "mages" - plural. There's no reason to think that they don't make use of magical countermeasures to detect invisible opponents, or things like Glitterdust, faerie fire or Invisibility Purge (don't remember if these are all in 5E or not). Plus they should have ample access to counterspells and dispel magic. And they should be able to fly after a PC - or just paste him with their own spells). The action economy of 1 PC vs even just the leader and his command staff isn't in the PC's favour. 8) The leader is really paranoid. He doesn't wear any identifying insignia in the field. Maybe he uses Alter Self to be disguised as a regular soldier. Maybe he uses illusions to make someone else appear as him, while he hangs around like a bodyguard. [/QUOTE]
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