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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="Celtavian" data-source="post: 6596441" data-attributes="member: 5834"><p>Karinsdad, </p><p></p><p>Just to make your diagram more accurate, the <em>flaming sphere</em> was located where you placed the b. Anyone that stood in that area took extra damage as the sphere did it's normal save at the end of your turn and he rammed it into anyone using the bonus action attack. The goal was to be able to move the sphere to seal and not give them the corner to shoot around with cover. Sphere in wrong location on your diagram. We wanted to keep the advantageous corner clear forcing them to the outside giving us a clear path without cover to attack them if needed, such as with <em>thunderwave</em>. </p><p></p><p>PC 1 and 2 were five feet back. Remember the hallway is 20 feet long. We gave them 15 feet to work with. We were interested in limiting visibility as stated earlier and preventing a single push from knocking us out of our position. We weren't overly concerned with grappling because we were confident we would win any contests. Monk's acrobatics +7, warlock +6 athletics. We use 4d6 method for rolling. Warlock/fighter has a nice set of stats. Only real way to play one. Monk's wisdom and dex are both good. And as I stated, grappling works out in our favor eliminating attacks by them as well as each failure further slanting damage in our favor. Given the glaive wielding pack leaders do 1d10+3 with reach capable of attacking from behind the Fang and another gnoll, they figured their four against our two was a win for them. Fortunately for us, Heavy Armor Mastery heavily slants the numbers in our favor. </p><p></p><p>After the Fang and his two sons were dead, the regular gnolls were bags of hit points and little more than a nuisance no matter what they did. If they grappled, they lose their attack. It's a half move to stand up if they knock us prone. They can maybe bring six at most against one character. We still had healing, <em>sleep</em>, sphere damage, <em>thunderwave</em>, and another <em>aid</em>. We were good.</p><p></p><p>Seems to me you're not very accustomed to patient parties using good tactics. For example, it is unlikely we would have attuned the rapier in the dungeon. Too risky.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6596441, member: 5834"] Karinsdad, Just to make your diagram more accurate, the [I]flaming sphere[/I] was located where you placed the b. Anyone that stood in that area took extra damage as the sphere did it's normal save at the end of your turn and he rammed it into anyone using the bonus action attack. The goal was to be able to move the sphere to seal and not give them the corner to shoot around with cover. Sphere in wrong location on your diagram. We wanted to keep the advantageous corner clear forcing them to the outside giving us a clear path without cover to attack them if needed, such as with [I]thunderwave[/I]. PC 1 and 2 were five feet back. Remember the hallway is 20 feet long. We gave them 15 feet to work with. We were interested in limiting visibility as stated earlier and preventing a single push from knocking us out of our position. We weren't overly concerned with grappling because we were confident we would win any contests. Monk's acrobatics +7, warlock +6 athletics. We use 4d6 method for rolling. Warlock/fighter has a nice set of stats. Only real way to play one. Monk's wisdom and dex are both good. And as I stated, grappling works out in our favor eliminating attacks by them as well as each failure further slanting damage in our favor. Given the glaive wielding pack leaders do 1d10+3 with reach capable of attacking from behind the Fang and another gnoll, they figured their four against our two was a win for them. Fortunately for us, Heavy Armor Mastery heavily slants the numbers in our favor. After the Fang and his two sons were dead, the regular gnolls were bags of hit points and little more than a nuisance no matter what they did. If they grappled, they lose their attack. It's a half move to stand up if they knock us prone. They can maybe bring six at most against one character. We still had healing, [I]sleep[/I], sphere damage, [I]thunderwave[/I], and another [I]aid[/I]. We were good. Seems to me you're not very accustomed to patient parties using good tactics. For example, it is unlikely we would have attuned the rapier in the dungeon. Too risky. [/QUOTE]
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