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RE: Tarasque vs. 5th lv. Wizard scenario - how does Wizard know to use Acid Splash?!?
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<blockquote data-quote="Cernor" data-source="post: 6521231" data-attributes="member: 6780066"><p>Guards are on the MM pg. 347: after Gladiator and before Knight. And they only have spears, but for the semblance of fairness we'll say they have light crossbows because they're little more than point-and-shoot weapons. If you're looking for a dedicated archer, the Scout fits the bill (MM 349), making two longbow attacks per turn.</p><p></p><p>Due to the immunity of the tarrasque, the guards' DPR is 0 no matter what (and using the mob combat rules in my previous post makes more sense if there are hundreds of archers firing at once, where criticals are negated for the sake of saving hundreds of d20 rolls per turn). If you're really concerned about verisimilitude and are using the mob combat rules, for each point the requisite to-hit increases after 18, the number of attacks needed to hit doubles. Extrapolating for a requisite roll of 22 (ignoring its impossibility using a d20), they'd need 80 attacks to hit once. If you're going to roll out the 250 attacks from disadvantage range, there'd be a 1 in 400 chance for each attack to hit... With 250 iterations, that means there'd be a 46.5% chance that <strong>one</strong> attack would hit each round. Even if you wanted to roll out that many attacks, after the first few volleys being shown to do nothing, I imagine that the soldiers would break rank and flee.</p><p></p><p>As far as your questions are concerned:</p><p>You don't need magic to hit the most powerful creature in the book, but you do need magic to <strong>damage</strong> it. A minor distinction to make, but an important one (and the reason the infinitely large army of guards is useless).</p><p>They took away the regen because it's powerful enough as is. "But optimized party X can defeat it in a white-room scenario!" you cry. Yes, but a good DM will never let you fight it in a white room where your only objective is to kill it and where you have infinite mobility. Ignoring that, giving it regen would serve the same purpose as hiking its AC to ridiculous levels: fighting it would become a game of attrition that would be no fun to play.</p><p>Why did they take away needing to wish it dead? Because it adds nothing to the monster. you may as well add a feature saying "this creature can only be killed by an attack made with a war pick". It's an extremely specific way to kill a monster that makes the whole fight an exercise in futility if you lack the single obscure element to kill it. And in any case, how would the <em>characters</em> know to use Wish?</p></blockquote><p></p>
[QUOTE="Cernor, post: 6521231, member: 6780066"] Guards are on the MM pg. 347: after Gladiator and before Knight. And they only have spears, but for the semblance of fairness we'll say they have light crossbows because they're little more than point-and-shoot weapons. If you're looking for a dedicated archer, the Scout fits the bill (MM 349), making two longbow attacks per turn. Due to the immunity of the tarrasque, the guards' DPR is 0 no matter what (and using the mob combat rules in my previous post makes more sense if there are hundreds of archers firing at once, where criticals are negated for the sake of saving hundreds of d20 rolls per turn). If you're really concerned about verisimilitude and are using the mob combat rules, for each point the requisite to-hit increases after 18, the number of attacks needed to hit doubles. Extrapolating for a requisite roll of 22 (ignoring its impossibility using a d20), they'd need 80 attacks to hit once. If you're going to roll out the 250 attacks from disadvantage range, there'd be a 1 in 400 chance for each attack to hit... With 250 iterations, that means there'd be a 46.5% chance that [B]one[/B] attack would hit each round. Even if you wanted to roll out that many attacks, after the first few volleys being shown to do nothing, I imagine that the soldiers would break rank and flee. As far as your questions are concerned: You don't need magic to hit the most powerful creature in the book, but you do need magic to [B]damage[/B] it. A minor distinction to make, but an important one (and the reason the infinitely large army of guards is useless). They took away the regen because it's powerful enough as is. "But optimized party X can defeat it in a white-room scenario!" you cry. Yes, but a good DM will never let you fight it in a white room where your only objective is to kill it and where you have infinite mobility. Ignoring that, giving it regen would serve the same purpose as hiking its AC to ridiculous levels: fighting it would become a game of attrition that would be no fun to play. Why did they take away needing to wish it dead? Because it adds nothing to the monster. you may as well add a feature saying "this creature can only be killed by an attack made with a war pick". It's an extremely specific way to kill a monster that makes the whole fight an exercise in futility if you lack the single obscure element to kill it. And in any case, how would the [I]characters[/I] know to use Wish? [/QUOTE]
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RE: Tarasque vs. 5th lv. Wizard scenario - how does Wizard know to use Acid Splash?!?
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