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Community
General Tabletop Discussion
*Dungeons & Dragons
How do you keep your players going from "goblins to gods" in your games?
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<blockquote data-quote="discosoc" data-source="post: 6842346" data-attributes="member: 6801554"><p>Not if you GM them according to their INT, and properly budget your encounters (6 to 8 per long rest).</p><p></p><p>Balor, for example. Let's pretend your group encounters a balor in a vacuum, like he just stumbled out of the abyss and wasn't really planning on this fight or something... it's still got a 20 INT, and a hell of a lot of damage potential. That means ignoring the tank and focusing on the weakest link first, preferably something that's at range. Then teleport 120 ft away and laugh while the group figures out what to do next. If they stay grouped up to try and keep the balor from ganking the wizard or something, then it just flies in and does a drive-by longsword/whip combo on -- you guessed it -- the weakest link, mostly likely dealing 6d8+8 and 5d6+8 to the poor fool, before flying off again. Sure, a few might get an OA, but that's better than a full round of attacks from them. And remember, we're talking about a group of level 12's here, so quite a few players are looking at possible one-shots from this guy (up to 94 damage, or way more if he crits, compared to level 12 HP pools).</p><p></p><p>And that's a balor that stumbled out the abyss not expecting a fight and without taking any potential terrain features into account. Just flying, teleporting, and some beastly attacks. Oh, and anytime someone does manage to hit it with a melee attack or decides to stay near the thing somehow, they'll 3d6 fire damage.</p><p></p><p></p><p>And don't get me started on a lich against a group of level 12's.</p></blockquote><p></p>
[QUOTE="discosoc, post: 6842346, member: 6801554"] Not if you GM them according to their INT, and properly budget your encounters (6 to 8 per long rest). Balor, for example. Let's pretend your group encounters a balor in a vacuum, like he just stumbled out of the abyss and wasn't really planning on this fight or something... it's still got a 20 INT, and a hell of a lot of damage potential. That means ignoring the tank and focusing on the weakest link first, preferably something that's at range. Then teleport 120 ft away and laugh while the group figures out what to do next. If they stay grouped up to try and keep the balor from ganking the wizard or something, then it just flies in and does a drive-by longsword/whip combo on -- you guessed it -- the weakest link, mostly likely dealing 6d8+8 and 5d6+8 to the poor fool, before flying off again. Sure, a few might get an OA, but that's better than a full round of attacks from them. And remember, we're talking about a group of level 12's here, so quite a few players are looking at possible one-shots from this guy (up to 94 damage, or way more if he crits, compared to level 12 HP pools). And that's a balor that stumbled out the abyss not expecting a fight and without taking any potential terrain features into account. Just flying, teleporting, and some beastly attacks. Oh, and anytime someone does manage to hit it with a melee attack or decides to stay near the thing somehow, they'll 3d6 fire damage. And don't get me started on a lich against a group of level 12's. [/QUOTE]
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Community
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How do you keep your players going from "goblins to gods" in your games?
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