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General Tabletop Discussion
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How do you keep track of spells for multiple NPCs?
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<blockquote data-quote="Flamestrike" data-source="post: 7635669" data-attributes="member: 6788736"><p>???</p><p></p><p>How many casters exactly.</p><p></p><p>Ive run games of over 20th level (epic boons) with a 5 man party dealing with a half a dozen encounters per long rest featuring death knights, Liches, Vampire shadow dancer mooks, undead Cleric 'leaders' and so forth. </p><p></p><p>Examples include:</p><p></p><p><strong>Encounter 1:</strong></p><p><strong></strong></p><p>A) <strong>Death Knight </strong>boss (add +50 percent more HP, remove spell casting trait, add +2d8 necrotic damage on weapon attacks, include legendary action (3) 1 x sword attack, add legendary resistance (3), add Leadership trait, Add <em>Misty Step</em> 3/ short rest. AC 20, +2 to hit and damage, Greatsword +2, Full plate +2).</p><p>B) <strong>Lich </strong>(remove legendary actions and resistances, double HP, increase Dex to 18, <em>Mage armor</em> cast, <em>Foresight </em>pre cast, <em>Contingency </em>precast (<em>Mirror image </em>timed to go off when a quickened spell is cast or a spell from the Lich, that targets the Lich) 9th level slot regained, swap <em>Time stop</em> for <em>Psychic Scream</em>, Add Quicken spell ability 3 times per SR, add: Bracers of Armor and Ring of Protection, AC 20)</p><p>C) 2 x <strong>Undead Clerics</strong> (As WarPriest - change type to Undead, resist SBP from non magical weapons, Immune: Necrotic, Poison; Poisoned, Exhaustion. all Undead within 30' gain advantage on Saves while the Undead Cleric is alive and not incapacitated), </p><p>C) 10 x <strong>Vampire Spawn</strong> 'Shadowdancers' (Vampire Spawn, bonus action to Hide as Rogue or teleport to darkness as Shadow Monk (with first attack made at advantage) when in Dim light, +9 Stealth bonus, reduce HP to 60, add extra claw attack).</p><p></p><p><strong>Encounter conditions: </strong>Magical Gloom (dim light) enforced on area (dispelled by light of 5th level or higher). Ruined building with water cascading from roof, in forming a river of sorts running through the building. One wall to neighboring building on east side has collapsed allowing access to that building (unbeknownst to the players, the Vampires have yet to be invited into that building).</p><p></p><p>The Undead clerics would pair off with the Vampires in groups of 6, while the Lich and DK went after priority targets.</p><p></p><p>The biggest PITA was tracking the Vampires regeneration.</p><p> </p><p>My advice is never include more than 3 (max) spell casters in an encounter. You dont need them. Just whack on Boss or Leader types with aura effects (like Leadership, or save boosting effects).</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7635669, member: 6788736"] ??? How many casters exactly. Ive run games of over 20th level (epic boons) with a 5 man party dealing with a half a dozen encounters per long rest featuring death knights, Liches, Vampire shadow dancer mooks, undead Cleric 'leaders' and so forth. Examples include: [B]Encounter 1: [/B] A) [B]Death Knight [/B]boss (add +50 percent more HP, remove spell casting trait, add +2d8 necrotic damage on weapon attacks, include legendary action (3) 1 x sword attack, add legendary resistance (3), add Leadership trait, Add [I]Misty Step[/I] 3/ short rest. AC 20, +2 to hit and damage, Greatsword +2, Full plate +2). B) [B]Lich [/B](remove legendary actions and resistances, double HP, increase Dex to 18, [I]Mage armor[/I] cast, [I]Foresight [/I]pre cast, [I]Contingency [/I]precast ([I]Mirror image [/I]timed to go off when a quickened spell is cast or a spell from the Lich, that targets the Lich) 9th level slot regained, swap [I]Time stop[/I] for [I]Psychic Scream[/I], Add Quicken spell ability 3 times per SR, add: Bracers of Armor and Ring of Protection, AC 20) C) 2 x [B]Undead Clerics[/B] (As WarPriest - change type to Undead, resist SBP from non magical weapons, Immune: Necrotic, Poison; Poisoned, Exhaustion. all Undead within 30' gain advantage on Saves while the Undead Cleric is alive and not incapacitated), C) 10 x [B]Vampire Spawn[/B] 'Shadowdancers' (Vampire Spawn, bonus action to Hide as Rogue or teleport to darkness as Shadow Monk (with first attack made at advantage) when in Dim light, +9 Stealth bonus, reduce HP to 60, add extra claw attack). [B]Encounter conditions: [/B]Magical Gloom (dim light) enforced on area (dispelled by light of 5th level or higher). Ruined building with water cascading from roof, in forming a river of sorts running through the building. One wall to neighboring building on east side has collapsed allowing access to that building (unbeknownst to the players, the Vampires have yet to be invited into that building). The Undead clerics would pair off with the Vampires in groups of 6, while the Lich and DK went after priority targets. The biggest PITA was tracking the Vampires regeneration. My advice is never include more than 3 (max) spell casters in an encounter. You dont need them. Just whack on Boss or Leader types with aura effects (like Leadership, or save boosting effects). [/QUOTE]
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How do you keep track of spells for multiple NPCs?
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