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Do magic missiles automatically hit
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<blockquote data-quote="altquark" data-source="post: 7128516" data-attributes="member: 6812085"><p>ok - I re-read this. And I have something to add. Lets say that we have a 4th Level Paladin with standard HP - without any CON bonuses, 4d10 = 10+6+6+6=28hp.</p><p></p><p>A 1st Level Magic Missile is three 1d4+1 missiles. Therefore, each "standard" damage is 3hp damage.</p><p></p><p>Paladin has forgone his initiative round, and the 11 enemies decide to fire magic missiles at the paladin. It looks like there are additional members in the paladins party. So : </p><p>enemy #1 fires, and does a total of 9hp of Damage. Paladin is down to 19hp.</p><p>enemy #2 fires, and does a total of 9hp of Damage. Paladin is down to 10hp.</p><p>enemy #3 fires, and does a total of 9hp of Damage. Paladin is down to 1hp</p><p>enemy #4 fires, and does a total of 9hp of Damage. Paladin is now down to 0hp - and now has 3 death saving rolls left</p><p></p><p>At this point, the remaining enemies have THEIR turn left. As a DM I would have them now hit the REST of the party with the 7 Magic Missiles remaining, since the moment that the party gets an initiative round, the wizards would be dead. Its VERY unlikely that a wizard would continue firing at what is perceived to be a dead paladin bleeding out. 7 x magic missiles at the rest of the party would likely put down another player character - but very unlikely to put down the entire party.</p><p></p><p>So, the paladin would have 3 rounds to try and stabilize - and hopefully the party has a cleric that can either do a cure wounds to get him back into the fight, or at least a "save the dying" to keep him from bleeding out.</p><p></p><p>However, lets continue and pretend that this was 11 wizards that had readied an action to cast MM at one target :</p><p></p><p>enemy #5 fires, and does a total of 9hp of Damage. Paladin is still at 0hp - and now has 2 death saving rolls left</p><p>enemy #6 fires, and does a total of 9hp of Damage. Paladin is still at 0hp - and now has 1 death saving rolls left</p><p>enemy #7 fires, and does a total of 9hp of Damage. Paladin is still at 0hp - and is now dead</p><p></p><p>Resulting in enemies 8,9,10 and 11 firing MM into the corpse of the paladin. And then the party gets a go...</p><p></p><p>Its all how the encounter is played out properly. The DM is doing a terrible injustice to the players by having the wizards cast ALL magic missiles at one character - and I would absolutely challenge that would happen as their action. I NEVER have a monster target a player character who is at 0 hp if there are other characters still running around in the battle. This is not 1st edition -</p><p> its 5th edition - and it is supposed to be VERY difficult to kill a party....</p></blockquote><p></p>
[QUOTE="altquark, post: 7128516, member: 6812085"] ok - I re-read this. And I have something to add. Lets say that we have a 4th Level Paladin with standard HP - without any CON bonuses, 4d10 = 10+6+6+6=28hp. A 1st Level Magic Missile is three 1d4+1 missiles. Therefore, each "standard" damage is 3hp damage. Paladin has forgone his initiative round, and the 11 enemies decide to fire magic missiles at the paladin. It looks like there are additional members in the paladins party. So : enemy #1 fires, and does a total of 9hp of Damage. Paladin is down to 19hp. enemy #2 fires, and does a total of 9hp of Damage. Paladin is down to 10hp. enemy #3 fires, and does a total of 9hp of Damage. Paladin is down to 1hp enemy #4 fires, and does a total of 9hp of Damage. Paladin is now down to 0hp - and now has 3 death saving rolls left At this point, the remaining enemies have THEIR turn left. As a DM I would have them now hit the REST of the party with the 7 Magic Missiles remaining, since the moment that the party gets an initiative round, the wizards would be dead. Its VERY unlikely that a wizard would continue firing at what is perceived to be a dead paladin bleeding out. 7 x magic missiles at the rest of the party would likely put down another player character - but very unlikely to put down the entire party. So, the paladin would have 3 rounds to try and stabilize - and hopefully the party has a cleric that can either do a cure wounds to get him back into the fight, or at least a "save the dying" to keep him from bleeding out. However, lets continue and pretend that this was 11 wizards that had readied an action to cast MM at one target : enemy #5 fires, and does a total of 9hp of Damage. Paladin is still at 0hp - and now has 2 death saving rolls left enemy #6 fires, and does a total of 9hp of Damage. Paladin is still at 0hp - and now has 1 death saving rolls left enemy #7 fires, and does a total of 9hp of Damage. Paladin is still at 0hp - and is now dead Resulting in enemies 8,9,10 and 11 firing MM into the corpse of the paladin. And then the party gets a go... Its all how the encounter is played out properly. The DM is doing a terrible injustice to the players by having the wizards cast ALL magic missiles at one character - and I would absolutely challenge that would happen as their action. I NEVER have a monster target a player character who is at 0 hp if there are other characters still running around in the battle. This is not 1st edition - its 5th edition - and it is supposed to be VERY difficult to kill a party.... [/QUOTE]
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