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Making Challenging Combats?
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<blockquote data-quote="LordEntrails" data-source="post: 8749217" data-attributes="member: 6804070"><p>Not sure how RL schedule impacts this. Maybe you all want each episode length to match session length and not carry over to the next session?</p><p>For us, we play 2 hours per week. Short sessions, but we have no problem stopping mid-fight if need be. Usually we don't, but for instance we just had our second session of one fight. It's a big battle (one of the BBEGs with a prepared position etc) but we've done this before for big fights. Probably 2 more sessions to go.</p><p></p><p>It's really not. It just means you have to be willing to hammer them. Fr instance, the 2+ session fight my group is in can be summarized as:</p><p>Party: 6 PCs of 17t leve with above average magic items.</p><p>NPCs: defending Rivergard Keep (from PotA) led by a buffed up Ammalia Cassalanter with legendary actions and lair actions. Various traps (Symbols) and protections (Guards & Wards) have been prepared and because the party was under surveillance by invisible imps, no surprise. Here's the roster, and so far they are doing OK, though it was a close call a couple of rounds ago as they party got split up.</p><ul> <li data-xf-list-type="ul">Ammalia</li> <li data-xf-list-type="ul">6 Cambions</li> <li data-xf-list-type="ul">11 Chain Devils</li> <li data-xf-list-type="ul">2 superior Chain Devils (Cassalanter Twins)</li> <li data-xf-list-type="ul">2 Erinyes Dread Champions</li> <li data-xf-list-type="ul">1 Troubadour Fiend, caster with psychic spells and lair actions</li> <li data-xf-list-type="ul">12 Hell Hounds</li> <li data-xf-list-type="ul">6 imps</li> <li data-xf-list-type="ul">4 Spined Devil Scouts</li> </ul><p>Though I did not calculate CRs and XP for my modified NPCs, it puts this encounter somewhere in the 80k XP range. Well past the Certain Death threshold in the DMG, but I expect the party to win, though due to early tactics I thought they were going to have to retreat.</p><p></p><p></p><p>See above, the DMG guidelines are crap once you get to Tier 2.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 8749217, member: 6804070"] Not sure how RL schedule impacts this. Maybe you all want each episode length to match session length and not carry over to the next session? For us, we play 2 hours per week. Short sessions, but we have no problem stopping mid-fight if need be. Usually we don't, but for instance we just had our second session of one fight. It's a big battle (one of the BBEGs with a prepared position etc) but we've done this before for big fights. Probably 2 more sessions to go. It's really not. It just means you have to be willing to hammer them. Fr instance, the 2+ session fight my group is in can be summarized as: Party: 6 PCs of 17t leve with above average magic items. NPCs: defending Rivergard Keep (from PotA) led by a buffed up Ammalia Cassalanter with legendary actions and lair actions. Various traps (Symbols) and protections (Guards & Wards) have been prepared and because the party was under surveillance by invisible imps, no surprise. Here's the roster, and so far they are doing OK, though it was a close call a couple of rounds ago as they party got split up. [LIST] [*]Ammalia [*]6 Cambions [*]11 Chain Devils [*]2 superior Chain Devils (Cassalanter Twins) [*]2 Erinyes Dread Champions [*]1 Troubadour Fiend, caster with psychic spells and lair actions [*]12 Hell Hounds [*]6 imps [*]4 Spined Devil Scouts [/LIST] Though I did not calculate CRs and XP for my modified NPCs, it puts this encounter somewhere in the 80k XP range. Well past the Certain Death threshold in the DMG, but I expect the party to win, though due to early tactics I thought they were going to have to retreat. See above, the DMG guidelines are crap once you get to Tier 2. [/QUOTE]
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