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General Tabletop Discussion
*Dungeons & Dragons
Fireball Vs Chromatic Orb Late Tier 2 Thoughts.
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<blockquote data-quote="UngeheuerLich" data-source="post: 9741272" data-attributes="member: 59057"><p>Correct</p><p></p><p>Stopping regeneration was a nice bonus. Damage numbers would be the same vs other foes.</p><p></p><p>Correct.</p><p></p><p>We had alert feat and advantage on initiative.</p><p></p><p>500hp (one troll had 22 con and over 100hp, his limp had 16 extra hp)</p><p>And regeneration.</p><p></p><p>Please tell me where your damage comes from. Especially if you don't stop regeneration.</p><p>2-3 rounds sounds very short, even against slowed or tasha'd targets. Tasha'd targets can still crawl 15ft away. Get a save with advantage on damage. Admittedly, against DC 15, it is only a 1-0.75^2 =~ 45% chance to save, but it means they probably get out after 2 to 4 hits against them.</p><p></p><p>I am not even sure if it was 4 rounds. I think it was 3 and a half. Only because one limb proved to be a bit resistant.</p><p></p><p>Which level? How optimized? We used standard array and standard backgrounds for the whole party. Magic items are a bit more common than usual. AC is a bit higher than you'd expect at that level.</p><p></p><p>Ours was a high encounter for 6 level 6 characters. Sidekicks were only level 4. So together probably doing less than one single lvl 5 PC. Warrior used mostly dodge. Expert did 20 damage or so.</p><p></p><p>No. Can probably keep that up all day long as long as a short rest is possible.</p><p></p><p>Hypnotic patterns are still in reserve.</p><p>Were just not needed.</p><p>Fireballs are easily replenished resources for a warlock.</p><p></p><p>And as I said, fireball is best vs more than 4 large top CR foes.</p><p>So this example was never meant to be a prime examplr of fireball usefulness. It was just an example where fireball was a very cost efficient tool in the party's toolbox. Dealing quite some damage. Stopping all (but one living) trolls' regeneration.</p><p></p><p>And best part: the warlock gets fireball for free on their spell list. Same as your light cleric.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 9741272, member: 59057"] Correct Stopping regeneration was a nice bonus. Damage numbers would be the same vs other foes. Correct. We had alert feat and advantage on initiative. 500hp (one troll had 22 con and over 100hp, his limp had 16 extra hp) And regeneration. Please tell me where your damage comes from. Especially if you don't stop regeneration. 2-3 rounds sounds very short, even against slowed or tasha'd targets. Tasha'd targets can still crawl 15ft away. Get a save with advantage on damage. Admittedly, against DC 15, it is only a 1-0.75^2 =~ 45% chance to save, but it means they probably get out after 2 to 4 hits against them. I am not even sure if it was 4 rounds. I think it was 3 and a half. Only because one limb proved to be a bit resistant. Which level? How optimized? We used standard array and standard backgrounds for the whole party. Magic items are a bit more common than usual. AC is a bit higher than you'd expect at that level. Ours was a high encounter for 6 level 6 characters. Sidekicks were only level 4. So together probably doing less than one single lvl 5 PC. Warrior used mostly dodge. Expert did 20 damage or so. No. Can probably keep that up all day long as long as a short rest is possible. Hypnotic patterns are still in reserve. Were just not needed. Fireballs are easily replenished resources for a warlock. And as I said, fireball is best vs more than 4 large top CR foes. So this example was never meant to be a prime examplr of fireball usefulness. It was just an example where fireball was a very cost efficient tool in the party's toolbox. Dealing quite some damage. Stopping all (but one living) trolls' regeneration. And best part: the warlock gets fireball for free on their spell list. Same as your light cleric. [/QUOTE]
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