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Forked Thread: So, about Expertise...
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<blockquote data-quote="KarinsDad" data-source="post: 4713259" data-attributes="member: 2011"><p>Actually as explained above, if one goes to the DMG, I handed out fewer items (and some of lower level) than the PCs would have actually acquired in real game play if following the DMG guidelines. The PCs had slots left over where even lower level items could have helped.</p><p></p><p></p><p></p><p>Easily killed? It took 6 rounds to kill even one of them. And when the Ravager was killed in round 6, all of the others were wounded, just not enough to be bloodied. It took 11 rounds to kill all four. You consider 11 rounds quick?</p><p></p><p>I thought you were an anti-grind kind of guy.</p><p></p><p></p><p></p><p>Actually, it needs to stay 10 feet off the ground since it only has a 2 reach to use Slam. But 10 feet is too far away for Whirlwind which averages more damage if it can use it on two foes. Buffeting Blast has better range, but that has a 5 6 recharge. I honestly did not think to keep it out of reach for part of the battle. Thanks for the suggestion. Something to remember for the future.</p><p></p><p></p><p></p><p>Only the Rogue had a resistance here. That’s pretty minor considering how a player designed group would more likely have many resistances.</p><p></p><p></p><p></p><p>It was a significant encounter. It just was not a threatening encounter. The player did not get the thrill of victory since it did not feel scary. It took 18 rounds to get one PC down to 20 hit points. Three levels higher EL and it felt grindy, not scary. PCs got bloodied and then got healed. Ho hum.</p><p></p><p>It did use up a lot of resources, but you expected something different from an Elite 5 levels higher than the PCs? I think the player used two or three dailies total previous to taking on the Ghoul King. He used them then because he was low on encounter powers and was hoping for a big hit.</p><p></p><p>I do not equate using up resources as threatening, especially not in a case like this. Resources are there to be used. When the encounter is tougher, the bigger guns will be pulled out. That's to be expected.</p><p></p><p>But, there was no real threat of a single PC going down in a real game scenario with real players and real PCs, even though the encounter was considered hard.</p><p></p><p>There are just too many options for each PC at those levels to allow for that.</p><p></p><p>And just think. If the original designers would have added bonuses to hit for all PCs to balance out the math at Epic levels, this hard encounter would have been even less threatening.</p><p></p><p>And just imagine how easy a standard encounter would be at Epic levels if a hard encounter is grindy, not threatening.</p><p></p><p></p><p></p><p>He used his power in round one and then it recharged twice more after that. On average, it should have recharged 3 times instead of 2. Course, even if it had recharged once more, that would have only been another 30 or 40 points of damage to the group. The Slow was a bit problematic, but not overly. It didn't take long to surround him again to get flank. And, I often had him next to a pillar so that only two PCs could get flank and would have him teleport away to attack non-melee foes (especially the Wizard) once the teleport recharged.</p><p></p><p></p><p></p><p>For the most part. The Cleric did Turn Undead on him in round two and it hit. But in round one, the Rogue and Fighter both had readied actions to attack anyone who came near and when Doresian used Ravenous Frenzy on them and the Wizard, the Rogue rolled a 16 on the dice and still missed and the player went "Oh oh, he's hard to hit" and immediately had most of the PCs ignore him for the most part. Not completely. The Wizard and Cleric tried to smack him a few times in the first 10 rounds, but for the most part, they tried more to concentrate on the other four.</p><p></p><p></p><p></p><p>But, he was not ineffective. He gave the lesser NPCs flank, he did more than 500 points of damage, he did a lot.</p><p></p><p></p><p></p><p>That was unusual, but not totally unexpected. I was hoping for 4 hours. 8 hours was a bit much.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4713259, member: 2011"] Actually as explained above, if one goes to the DMG, I handed out fewer items (and some of lower level) than the PCs would have actually acquired in real game play if following the DMG guidelines. The PCs had slots left over where even lower level items could have helped. Easily killed? It took 6 rounds to kill even one of them. And when the Ravager was killed in round 6, all of the others were wounded, just not enough to be bloodied. It took 11 rounds to kill all four. You consider 11 rounds quick? I thought you were an anti-grind kind of guy. Actually, it needs to stay 10 feet off the ground since it only has a 2 reach to use Slam. But 10 feet is too far away for Whirlwind which averages more damage if it can use it on two foes. Buffeting Blast has better range, but that has a 5 6 recharge. I honestly did not think to keep it out of reach for part of the battle. Thanks for the suggestion. Something to remember for the future. Only the Rogue had a resistance here. That’s pretty minor considering how a player designed group would more likely have many resistances. It was a significant encounter. It just was not a threatening encounter. The player did not get the thrill of victory since it did not feel scary. It took 18 rounds to get one PC down to 20 hit points. Three levels higher EL and it felt grindy, not scary. PCs got bloodied and then got healed. Ho hum. It did use up a lot of resources, but you expected something different from an Elite 5 levels higher than the PCs? I think the player used two or three dailies total previous to taking on the Ghoul King. He used them then because he was low on encounter powers and was hoping for a big hit. I do not equate using up resources as threatening, especially not in a case like this. Resources are there to be used. When the encounter is tougher, the bigger guns will be pulled out. That's to be expected. But, there was no real threat of a single PC going down in a real game scenario with real players and real PCs, even though the encounter was considered hard. There are just too many options for each PC at those levels to allow for that. And just think. If the original designers would have added bonuses to hit for all PCs to balance out the math at Epic levels, this hard encounter would have been even less threatening. And just imagine how easy a standard encounter would be at Epic levels if a hard encounter is grindy, not threatening. He used his power in round one and then it recharged twice more after that. On average, it should have recharged 3 times instead of 2. Course, even if it had recharged once more, that would have only been another 30 or 40 points of damage to the group. The Slow was a bit problematic, but not overly. It didn't take long to surround him again to get flank. And, I often had him next to a pillar so that only two PCs could get flank and would have him teleport away to attack non-melee foes (especially the Wizard) once the teleport recharged. For the most part. The Cleric did Turn Undead on him in round two and it hit. But in round one, the Rogue and Fighter both had readied actions to attack anyone who came near and when Doresian used Ravenous Frenzy on them and the Wizard, the Rogue rolled a 16 on the dice and still missed and the player went "Oh oh, he's hard to hit" and immediately had most of the PCs ignore him for the most part. Not completely. The Wizard and Cleric tried to smack him a few times in the first 10 rounds, but for the most part, they tried more to concentrate on the other four. But, he was not ineffective. He gave the lesser NPCs flank, he did more than 500 points of damage, he did a lot. That was unusual, but not totally unexpected. I was hoping for 4 hours. 8 hours was a bit much. [/QUOTE]
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