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Paper Minions - WT?
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<blockquote data-quote="Rystil Arden" data-source="post: 4270409" data-attributes="member: 29014"><p>My PCs were initially outnumbered 4-to-1 and managed to turn it to more like 3-to-1 as the enemies were closing in on them. I'm not sure what you consider reasonable damage, but they did pretty good damage. They hit a little bit less than half, such that if the PC moved about and only suffered one attack per enemy, they were usually taking one hit per round (and sometimes two), and if they stayed put and let the enemy get off full attacks, they would take more, often three times as many (the Water Ninja took fewer hits due to her Dispersion technique giving her a miss chance). Some of the enemies has minor special abilities that made the fight more interesting but weren't relevant to an analysis.</p><p></p><p>The Cleric did need to get in there with healing for some of the PCs, one of them had to use a healing sutra, and the Martial Artist had to use much of his daily limit of Ki Healing to recover, but they managed. The key was teamwork and high damage output. My group does ridiculous damage if they work hard enough at it. They aren't particularly durable and have low defenses to speak, but they can sure hit hard. Also, they came through the gate to the keep with Mage Armour, Greater Magic Weapon, and other such spells active.</p><p></p><p>If the enemies had somehow emerged from the Ethereal Plane or something such that they started in melee range of the party with 5-to-1 odds, the fight might have gone differently. But thanks to playtesting, I could tell that it wouldn't go that way (plus, again, my recent fight was 35 enemies vs 8 PCs. I mean, I've done bigger battles before too, but that was too long ago to comment in detail).</p><p></p><p>The enemy tactics basically were along the lines of "Fireball hits all of us at a very long range--let's close with them and rip them apart". It was a good choice (the party had better ranged attacks than the enemies), and I played that tact not-unintelligently, taking advantage of holes in the party's defenses, etc. The Fire Ninja's technique that raised a brief fiery pyre over squares she tumbled through for a round really helped control their movements as well, as the damage for crossing through + Fireball damage often started to come close to the enemy's HP total.</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 4270409, member: 29014"] My PCs were initially outnumbered 4-to-1 and managed to turn it to more like 3-to-1 as the enemies were closing in on them. I'm not sure what you consider reasonable damage, but they did pretty good damage. They hit a little bit less than half, such that if the PC moved about and only suffered one attack per enemy, they were usually taking one hit per round (and sometimes two), and if they stayed put and let the enemy get off full attacks, they would take more, often three times as many (the Water Ninja took fewer hits due to her Dispersion technique giving her a miss chance). Some of the enemies has minor special abilities that made the fight more interesting but weren't relevant to an analysis. The Cleric did need to get in there with healing for some of the PCs, one of them had to use a healing sutra, and the Martial Artist had to use much of his daily limit of Ki Healing to recover, but they managed. The key was teamwork and high damage output. My group does ridiculous damage if they work hard enough at it. They aren't particularly durable and have low defenses to speak, but they can sure hit hard. Also, they came through the gate to the keep with Mage Armour, Greater Magic Weapon, and other such spells active. If the enemies had somehow emerged from the Ethereal Plane or something such that they started in melee range of the party with 5-to-1 odds, the fight might have gone differently. But thanks to playtesting, I could tell that it wouldn't go that way (plus, again, my recent fight was 35 enemies vs 8 PCs. I mean, I've done bigger battles before too, but that was too long ago to comment in detail). The enemy tactics basically were along the lines of "Fireball hits all of us at a very long range--let's close with them and rip them apart". It was a good choice (the party had better ranged attacks than the enemies), and I played that tact not-unintelligently, taking advantage of holes in the party's defenses, etc. The Fire Ninja's technique that raised a brief fiery pyre over squares she tumbled through for a round really helped control their movements as well, as the damage for crossing through + Fireball damage often started to come close to the enemy's HP total. [/QUOTE]
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