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<blockquote data-quote="Thor" data-source="post: 5391531" data-attributes="member: 74284"><p>Uller, it looks like the Rogue was not using his Sneak Attack. He gets an additional +2d6 when he has Combat Advantage, and he should be able to achieve it almost every round. </p><p></p><p>The Rogue from the Red Box is not quite as beefy as the Rogue built using Heroes of the Fallen Lands, but based on a base of 1d6+5, he should be averaging 15.5 damage per hit with his Sneak Attack, or 19 per hit when he also uses his Backstab encounter power.</p><p></p><p>If the Rogue and the Fighter flank an enemy, they'll be hitting AC 15 80% of the time (due to the +2 to hit from Combat Advantage) and averaging 28 damage to that opponent per round, or an average of 39 if the Rogue uses his Backstab and the Slayer uses his Power Strike.</p><p></p><p>The goblins you're facing in the adventure have 30 HP, so even if the Rogue and Fighter don't use their encounter powers, either the Cleric (8.5 average) or the Wizard (9 average) should be able to finish that opponent off.</p><p></p><p>The Guard Drake is a level 2 brute with 48 hit points and the Hex Hurler is level 3 with 46 hit points. Figure the goblins should take one round each, the drake should take one or two rounds depending on how well they roll and the same for the Hex Hurler. Maybe give him 3 rounds since he has some nasty debuffs.</p><p></p><p>You shouldn't see a lot of misses, but assuming one or two characters miss for a round or two (the Hex Hurler is able to blind after all), The combat still shouldn't take more than 8 or 9 rounds at most, and that's if the players aren't rolling too well.</p></blockquote><p></p>
[QUOTE="Thor, post: 5391531, member: 74284"] Uller, it looks like the Rogue was not using his Sneak Attack. He gets an additional +2d6 when he has Combat Advantage, and he should be able to achieve it almost every round. The Rogue from the Red Box is not quite as beefy as the Rogue built using Heroes of the Fallen Lands, but based on a base of 1d6+5, he should be averaging 15.5 damage per hit with his Sneak Attack, or 19 per hit when he also uses his Backstab encounter power. If the Rogue and the Fighter flank an enemy, they'll be hitting AC 15 80% of the time (due to the +2 to hit from Combat Advantage) and averaging 28 damage to that opponent per round, or an average of 39 if the Rogue uses his Backstab and the Slayer uses his Power Strike. The goblins you're facing in the adventure have 30 HP, so even if the Rogue and Fighter don't use their encounter powers, either the Cleric (8.5 average) or the Wizard (9 average) should be able to finish that opponent off. The Guard Drake is a level 2 brute with 48 hit points and the Hex Hurler is level 3 with 46 hit points. Figure the goblins should take one round each, the drake should take one or two rounds depending on how well they roll and the same for the Hex Hurler. Maybe give him 3 rounds since he has some nasty debuffs. You shouldn't see a lot of misses, but assuming one or two characters miss for a round or two (the Hex Hurler is able to blind after all), The combat still shouldn't take more than 8 or 9 rounds at most, and that's if the players aren't rolling too well. [/QUOTE]
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