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Need advice on creating the Jar of Souls fight in DnD
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<blockquote data-quote="Saagael" data-source="post: 5973344" data-attributes="member: 84839"><p>I find that when using waves of creatures, the combat is actually easier than the XP value states because focus firing is a thing, and there's less threatening things on the board for less potential damage in a given round. </p><p></p><p>Second, if the goal is to survive, and not kill everything (because if they hit round 6 then everything dies anyway), then you can throw the standard encounter xp allotment out the window. They don't need to kill things, just survive.</p><p></p><p>Instead I'd treat this like 2 or even 3 encounters, something like such:</p><p></p><p>Wave 1: 6 minions</p><p>Wave 2: 7 minions</p><p>Wave 3: 8 minions + 1 brute</p><p>Wave 4: 9 minions + brute</p><p>Wave 5: 10 minions + 1 brute</p><p></p><p>My reasoning is that since there's a 2 weapon ranger and a sorcerer, your multi-target will be pretty good. Sorcerer should be killing 2 or 3 per round, ranger should be killing at least 1. The fighter might be able to kill 2 per turn if he has cleave or dual strike for at-wills. For this you really want to stress that as the combat continues more things keep showing up, and if they can kill whole waves before the next one, there's not much tension.</p><p></p><p>I'm going to go with an average wave-clearing potential of 5-6 minions per round. This means that at the end of the rounds, there should be:</p><p></p><p>Wave 1: 0-1 minions left</p><p>Wave 2: 1-3 minions left</p><p>Wave 3: 3-6 minions left + 1 brute</p><p>Wave 4: 6-10 minions left + 2 brutes</p><p>Wave 5: None (they all die at the end of the round)</p><p></p><p>This gives you a decent idea of how large the challenge will be through the fight. The last round (round 5) will be purely a "tough it out and hope to survive" round, which is what you want I think. This also makes sure that minions don't all die in their own wave and so there's a slow build up of monsters over time.</p><p></p><p>The brutes are there because they hit hard, and are easy to hit, and give the Ardent, Fighter, and Hexblade (who are all mostly single-target guys) something to beat on and feel productive compared to the minion-slaying Ranger and Sorcerer.</p><p></p><p>That said, this sounds like a fun fight. Good luck, and let us know how it goes.</p></blockquote><p></p>
[QUOTE="Saagael, post: 5973344, member: 84839"] I find that when using waves of creatures, the combat is actually easier than the XP value states because focus firing is a thing, and there's less threatening things on the board for less potential damage in a given round. Second, if the goal is to survive, and not kill everything (because if they hit round 6 then everything dies anyway), then you can throw the standard encounter xp allotment out the window. They don't need to kill things, just survive. Instead I'd treat this like 2 or even 3 encounters, something like such: Wave 1: 6 minions Wave 2: 7 minions Wave 3: 8 minions + 1 brute Wave 4: 9 minions + brute Wave 5: 10 minions + 1 brute My reasoning is that since there's a 2 weapon ranger and a sorcerer, your multi-target will be pretty good. Sorcerer should be killing 2 or 3 per round, ranger should be killing at least 1. The fighter might be able to kill 2 per turn if he has cleave or dual strike for at-wills. For this you really want to stress that as the combat continues more things keep showing up, and if they can kill whole waves before the next one, there's not much tension. I'm going to go with an average wave-clearing potential of 5-6 minions per round. This means that at the end of the rounds, there should be: Wave 1: 0-1 minions left Wave 2: 1-3 minions left Wave 3: 3-6 minions left + 1 brute Wave 4: 6-10 minions left + 2 brutes Wave 5: None (they all die at the end of the round) This gives you a decent idea of how large the challenge will be through the fight. The last round (round 5) will be purely a "tough it out and hope to survive" round, which is what you want I think. This also makes sure that minions don't all die in their own wave and so there's a slow build up of monsters over time. The brutes are there because they hit hard, and are easy to hit, and give the Ardent, Fighter, and Hexblade (who are all mostly single-target guys) something to beat on and feel productive compared to the minion-slaying Ranger and Sorcerer. That said, this sounds like a fun fight. Good luck, and let us know how it goes. [/QUOTE]
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Need advice on creating the Jar of Souls fight in DnD
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