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<blockquote data-quote="NotAYakk" data-source="post: 8272522" data-attributes="member: 72555"><p>Fireball excels when there are large numbers of low-CR foes. 8d6 is 28 damage. Low CR foes have a low chance of saving, and 28 damage kills most low CR foes.</p><p></p><p>20 CR 1/4 guards in checkerboard formation and a fireball drops like 10 of them, which is a solid turn.</p><p></p><p></p><p>So, in my D&D, a "party" isn't an in-world thing.</p><p></p><p>You would no more expect a party of adventurers in-world than you would expect a oceans 11 team in your casino.</p><p></p><p>If your world is "what the players are doing is typical", yes you get strange things going on.</p><p></p><p>What stats? In such a fight, the CR of those archers is going to dominate. If used effectively, they'll break the PCs; if useless, the rest of the encounter is rounding error.</p><p></p><p>If the players are forewarned and prepped and can block nonmagical arrow fire, this is going to be doable. Without it, at 12 damage per crit, that is 60 damage per round just from crits if the PC has infinite AC relative to the archer ATK.</p><p></p><p>If the archer has 16 dex and +2 prof, that is +5 to hit; so any PC with less than 25 AC is going to be shredded by focus fire if they are exposed to this. I guess you'd make them target randomly or uniformly, which wouldn't be that bad.</p><p></p><p>At 20 AC (decent for a level 10 PC who isn't a tank), that is .25 hits and 0.05 crits per attack, for 2.1 expected damage per attacker. At 20 arrows that is 42 average damage if you are exposed to the archers. The fewer PCs that are exposed, the more shots, and if nobody is exposed all of the archers ready an action to shred the first or second one who shows themselves.</p><p></p><p>A fireball with save is 14 damage. If the exposed PC has resistance, that is 21 damage they can't practically avoid (short of evasion).</p><p></p><p></p><p>Sure.</p><p></p><p>Someone has noted that every tier-appropriate attunement item is probably worth +1 character level of power, give or take. And the effective party level is the sum of PC levels, divided by 4. (This doesn't work in T1 as well, as the power curve is a bit janky there).</p><p></p><p>So a party of 4 level 10 PCs with 3 items each and a level 12 cleric has an effective party level of about 17.</p><p></p><p>Monsters whose CR doesn't sum to over 17 are <strong>easy</strong> encounters here. (Summing up CR, with adjustment for lower level monsters, is often a better and easier way to measure encounter difficulty than the DMG/XGTE systems are)</p><p></p><p></p><p>Exactly.</p><p></p><p>Well, spell durations that are long change balance. And if you don't alter magic item refresh times.</p><p></p><p>It is a plotting change. And if you find it difficult to ensure your plots are almost always 5+ encounters in a in-world day, gritty rests let you change the timing of resource recovery.</p><p></p><p>People who have adapted to the 5 minute adventuring day, where almost every fight is "use every resource you have", bad guys are full of abilities that make most spells useless (legendary resists, saving throws in the teens, spell resistance, immunity to a half dozen conditions and damage types), etc may find that the fights they may want to use are different.</p><p></p><p>When the dragon is just one of 8 encounters that day, they don't have to have a CR double the average party level to be a threat.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8272522, member: 72555"] Fireball excels when there are large numbers of low-CR foes. 8d6 is 28 damage. Low CR foes have a low chance of saving, and 28 damage kills most low CR foes. 20 CR 1/4 guards in checkerboard formation and a fireball drops like 10 of them, which is a solid turn. So, in my D&D, a "party" isn't an in-world thing. You would no more expect a party of adventurers in-world than you would expect a oceans 11 team in your casino. If your world is "what the players are doing is typical", yes you get strange things going on. What stats? In such a fight, the CR of those archers is going to dominate. If used effectively, they'll break the PCs; if useless, the rest of the encounter is rounding error. If the players are forewarned and prepped and can block nonmagical arrow fire, this is going to be doable. Without it, at 12 damage per crit, that is 60 damage per round just from crits if the PC has infinite AC relative to the archer ATK. If the archer has 16 dex and +2 prof, that is +5 to hit; so any PC with less than 25 AC is going to be shredded by focus fire if they are exposed to this. I guess you'd make them target randomly or uniformly, which wouldn't be that bad. At 20 AC (decent for a level 10 PC who isn't a tank), that is .25 hits and 0.05 crits per attack, for 2.1 expected damage per attacker. At 20 arrows that is 42 average damage if you are exposed to the archers. The fewer PCs that are exposed, the more shots, and if nobody is exposed all of the archers ready an action to shred the first or second one who shows themselves. A fireball with save is 14 damage. If the exposed PC has resistance, that is 21 damage they can't practically avoid (short of evasion). Sure. Someone has noted that every tier-appropriate attunement item is probably worth +1 character level of power, give or take. And the effective party level is the sum of PC levels, divided by 4. (This doesn't work in T1 as well, as the power curve is a bit janky there). So a party of 4 level 10 PCs with 3 items each and a level 12 cleric has an effective party level of about 17. Monsters whose CR doesn't sum to over 17 are [b]easy[/b] encounters here. (Summing up CR, with adjustment for lower level monsters, is often a better and easier way to measure encounter difficulty than the DMG/XGTE systems are) Exactly. Well, spell durations that are long change balance. And if you don't alter magic item refresh times. It is a plotting change. And if you find it difficult to ensure your plots are almost always 5+ encounters in a in-world day, gritty rests let you change the timing of resource recovery. People who have adapted to the 5 minute adventuring day, where almost every fight is "use every resource you have", bad guys are full of abilities that make most spells useless (legendary resists, saving throws in the teens, spell resistance, immunity to a half dozen conditions and damage types), etc may find that the fights they may want to use are different. When the dragon is just one of 8 encounters that day, they don't have to have a CR double the average party level to be a threat. [/QUOTE]
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