yep hard fight close to twice the average round of combat (average is 10 this should take about 15-20) by the way most of those power bonuses that wont stack with Bless give more then +1 so it is +1 whole fight (equal to expertise) and +X-1 to the attacks that the other benefits come up. Funny how you dismiss out of hand a bonus equal to this feat…
I only dismiss it for three reasons:
1) Most such powers require a successful hit to work.
2) Most such powers last for a turn instead of the entire encounter like Bless.
3) Most such powers affect one ally instead of all 5 PCs like Bless.
So, most such powers are white noise. Yup, they help. Nope, they aren't typically worth discussing with regard to whether the encounter should be a success or not, or how long the encounter lasts.
And what happens if the Cleric does not have Bless or if the Cleric cast it already this day?
My analysis gave the benefit of the doubt to the PCs.
Ok what about auto damage powers and minor action stuff, or heck how about non damage powers...by the way i think your avrg is low for a 11th level party (I know the op board says fighter at wills average 50+ damage in paragon I assume strikers can at least come close to that) but even so ok...
Average successful hit.
Over an extended period of time, not just one power.
Feel free to point out exact examples where these PCs can average more than what I wrote.
I was not assuming super optimized PCs from the optimization boards, just normally optimized PCs that would be found in most games.
I'll gladly bow to any legitimate numbers that you can back up with details.
well I figured if you made an 11th level part and got level+1 level and level -1...if you have PCs grown organically there is no way to guess...so I went expected… the treasure packets give level +X items though where (I believe) +4 is doable, so you start getting +3 weapon/implements at level 7…
Yup. At level 7, a PC could acquire a +3 weapon with no special powers. Or, +3 armor, or +3 Cloak, or a +2 item with special abilities.
The point is that is it unlikely that all 5 PCs in a normal campaign would have +3 weapons at level 11. Possible, yes. Likely, no.
And that affects the analysis. We assumed so for simplicity, but that is not typical so I pointed it out.
wait so the hardest fight you can fight at your level is hard enough that it is TPK possible, and at the same time still possible to win...seams like as intended to me...Again what do you expect the HARDEST fair encounter should be??
You missed my point. I did not think a TPK was just possible.
I thought a TPK was likely if the Dragon does not fight on the ground.
see there is the problem you assume the DM/Dragon be played to the hilt, but the PCs are on bot mode...
Nope. I didn't assume the PCs are on bot mode. I just don't see where they have a big enough gun.
I assumed the Dragon to be played intelligently and the PCs to be played intelligently (even though some PCs might have Int 8, an Int 13 Dragon should be as tactically capable as they are).
Doing Hover and Attack is not playing the Dragon to the hilt either. It's Dragon 101. Attacking a single foe until it is dead, especially a Cleric once he heals or a Wizard if he drops conditions on the Dragon, is Dragon 101.
An Adult Red Dragon is 400 to 900 years old (give or take). It should have learned some lessons in that timeframe. The game is Dungeons and
Dragons. A Dragon should never be played like a putz.
The Dragon could drop rocks from 300 feet up outdoors and never get counterattacked. The Dragon could have traps. The Dragon could have allies. That would be playing the Dragon to the hilt (and yes, that would up the XP, but the point is that the Dragon should be prepared to do that if necessary).
As DMs, we often think in two dimensional terms instead of three dimensional terms.
Use all of the abilities of the Dragon, not just some of them. And, focus fire.
But, the Dragon should not fight to the death. If it is about 75% wounded and there are still 3 or more PCs standing, it should flee.
This is a 400 to 900 year old Dragon. It should not be stupid enough to stick around. Dragon 101. Go buy a small army of monsters with a little treasure and come back and attack the PCs when they are vulnerable. Then, replenish the treasure from both the PC's dead bodies and from the bodies of the army that the Dragon turns on when the PCs are dead. Dragon 101.
How many powers knock prone...I went to the compendium
Wizard: 9 (I bet all of these are range)
Rouge: 4 (I know at least 1 is ranged
Ranger 2 (I assume at least 1 is ranged)
Cleric 2 (I know at least command is ranged)
Fighter 7 (I assume most are melee only if not all)
so it is not unrealistic to assume atleast 1 PC can... and remember once you get it down the fighter can mark it, and it is stuck…opp attacks hit MORE often, and stop move
next lets do stun shall we…
Yup. These things can happen.
CAN.
And they can bring the Dragon to the ground for a few rounds out of the 18.
With a Wizard that hits on 1 round in 3 if Bless is up. With a Cleric whose Command prayer hits 15% of the time. With a Fighter and a Ranger and a Rogue, none of whose knock prone attacks are ranged with the exception of Walking Wounded (unless there is one in Dragon, I did not look there).
I'm not seeing the love for the PCs. The Wizard is the only serious threat with this tactic and if he starts using it, he also becomes a serious target.
Maybe you could tell us where all of these Stunning ranged powers of level 11 or lower are located. I could not find any, even for the Wizard except for Sleep (which is not really stunned, but works about the same). Unless he's an Orb Wizard (and that's an entire other can of worms), the Dragon will probably save within a few rounds at +5 to save.
And, a Dragon can still hover when Stunned. So yes, stun will delay the Dragon, but it will not lower the number of rounds of combat by too much (the CA helps though).
Again, I'm not seeing a way to turn around the encounter here anywhere, especially since the PCs probably won't be stunning the Dragon.
There are many conditions. How does Slow bother the hovering Dragon at all?
Weakened helps, but typically for only 1 or 2 rounds until the Dragon makes the save (or the power expires).
Daze doesn't stop a Breath Weapon or two Claw attacks.
Pull or Slide might be helpful.
But, nothing here is that overwhelmingly helpful for the PCs.
There are ways other then flanking if that is your only metric...
Yup. Which is why I said "up to 5 rounds". It could be 1, 3, or 5, depending on whether the Rogue and Fighter can find other ways to get Combat Advantage. With the Dragon not fighting on the ground, it is unlikely though that most rounds will have these PCs with Combat Advantage. Some rounds due to a different power or feat or something, sure.
But note that I assumed that both the Rogue and Fighter would be getting CA every single round with the original numbers. I suspect that most people would find that generous.
If the players play smart it is an average encounter...especially if they knew it was coming and held an action point...
Average? An n+4 encounter is average? I want to be smoking what you are smoking.
By the way notice none of them have paragon paths…if the rouge is criting on 18+, And the fighter gets another +1 to hit, just those two classes get dpr (man I feel dirty using that metric) increases…
Yup. It all adds up. And Paragon Path features might shave off 2 rounds. Maybe.
But, that still puts the fight in the 16+ or longer range ASSUMING that nobody goes unconscious or dies. The fight turns in the Dragon's favor real quick if the Dragon can kill a PC, especially the Cleric. With the damage the Dragon does, it could do this in 6 rounds or so, probably after the Cleric does his first heal of the wounded Wizard, so maybe the Dragon might focus on the Cleric starting in round 4 or 5.
Infact I think the one thing we can both agree on is in ANY fair fight if one side is played as dumb, and the other is played tactically then the smart side has a way easier time of it… Dumb dragon = easier fight…Smart Dragon= Harder fight…Dumb player=TPK… smart player= more of a chance…
Yup.
And, just bad dice rolls can turn an encounter like this south for the players real quick.
Bottom line, n+4 encounters appear to be considerably easier at lower levels than higher levels. Even at level 11, a major power boost level for PCs, this is a tough "fight for our lives" fight. At level 10, an n+4 encounter is even more deadly because the PCs do not have the Paragon Path features (and Strikers do less damage, etc.).
A DM has to be real careful just following the suggestions from the DMG when it comes to several levels higher than the PCs encounters.