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My First 4e TPK!
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<blockquote data-quote="chaotix42" data-source="post: 4792587" data-attributes="member: 40530"><p>Damn, 5 <em>TPKs</em>?! With last night's routing I've downed 6 <em>PCs </em>total during my time as a 4e DM... I've got some work to do. I've got a bunch of those medals in my 3.x shoebox beneath my bed though! <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /></p><p></p><p></p><p></p><p>Ouch! It hurts when someone can't show up to the game and their character isn't in play. When someone can't make it to our game we just hand over their character to the PC that wants to use them, or I'll run them if nobody wants to. </p><p></p><p></p><p></p><p>Looking at the DDI Compendium, podspawn (15th lvl minion skirmisher) blow almost every other minion out of the water. They do 12 acid damage on a hit, which is more damage than even the 26th and 28th lvl minions in the database. By comparison, the other 15th lvl minions do 7 or (under certain conditions) 9 damage on a hit. They also have a bonus of +20 to hit and gain CA against adjacent enemies, for a net gain of +4 to hit over other 15th lvl minions. They have damn good defenses too, outclassing their peers here as well.</p><p></p><p>I would definitely say the effectiveness of the minions caught my PCs offguard. 3 podspawn did the damage of 5 level-equivalent minions and could hit a whole lot easier, too. Once again, if the PCs had access to more encounter-long energy-resisting powers they could have mitigated the minion damage quite a bit. Mass Resistance (wizard utility) comes to mind.</p><p></p><p>I wonder how the other minions in the MM2 will be? <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p></blockquote><p></p>
[QUOTE="chaotix42, post: 4792587, member: 40530"] Damn, 5 [I]TPKs[/I]?! With last night's routing I've downed 6 [I]PCs [/I]total during my time as a 4e DM... I've got some work to do. I've got a bunch of those medals in my 3.x shoebox beneath my bed though! :angel: Ouch! It hurts when someone can't show up to the game and their character isn't in play. When someone can't make it to our game we just hand over their character to the PC that wants to use them, or I'll run them if nobody wants to. Looking at the DDI Compendium, podspawn (15th lvl minion skirmisher) blow almost every other minion out of the water. They do 12 acid damage on a hit, which is more damage than even the 26th and 28th lvl minions in the database. By comparison, the other 15th lvl minions do 7 or (under certain conditions) 9 damage on a hit. They also have a bonus of +20 to hit and gain CA against adjacent enemies, for a net gain of +4 to hit over other 15th lvl minions. They have damn good defenses too, outclassing their peers here as well. I would definitely say the effectiveness of the minions caught my PCs offguard. 3 podspawn did the damage of 5 level-equivalent minions and could hit a whole lot easier, too. Once again, if the PCs had access to more encounter-long energy-resisting powers they could have mitigated the minion damage quite a bit. Mass Resistance (wizard utility) comes to mind. I wonder how the other minions in the MM2 will be? :devil: [/QUOTE]
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