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Removing the HP Bloat
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<blockquote data-quote="NotAYakk" data-source="post: 7884416" data-attributes="member: 72555"><p>By DMG guidelines, a deadly encounter.</p><p></p><p>I'm guessing 0 of you have SS or GWM. And you rely on weapon damage, none of it magical.</p><p></p><p>And you use 1 handed weapons with 16 attack stat and d8 dice, sometimes with a +2 from Dueling or +1d6 from hex.</p><p></p><p>Bard probably doesn't leverage dissonant whispers for mass OA spam? (one cast while everyone in melee with target = 3 attacks)</p><p></p><p>37*4 HP is anout 150. AC of 14 means you hit 2/3 of the time, so need to throw 225 total damage. Swords deals 10, warlock 11, ranger 10 plus another 5, paladin 10. So baseline is 46; 225/46 is 5 rounds.</p><p></p><p>One whisper landing is a round off that total. Bard can cast it 3 times, DC 14 means 2/3 chance of landing. That gets it down to 3 rounds assuming warlock/paladin does <em>something</em> with spell slots.</p><p></p><p>Ah lovely. No blasters, probably no fire. Weapons aren't magical (except hexblade?), so half damage. 200-odd total HP, but *2 for resistance is 400.</p><p></p><p>Of course, grab a torch to use as a club (say, 1d3 bludgeon + 1d3 fire) and they melt (1d8+5 halves to 5 per hit; 1d3+5+1d3 halved to 3.5 plus doubled to 4 is 7.5). But probably didn't do that.</p><p></p><p>So 5+2.5 ranger, 11 (magic) warlock, 5 swords bard, 5 paladin.</p><p></p><p>30ish. 11 AC so hit 75% of the time, for 22 DPR. Against 200 HP, 9 rounds. Finishing them in 6 takes effort.</p><p></p><p>Grab some torches and hit 36*.75 is 27 DPR. 7ish rounds. Whispers for 3 rounds hitting twice, 5 rounds to win.</p><p></p><p></p><p>If nobody in that group is built to do damage, as modelled above, that seems reasonable. Note the scarecrows where significantly deadly+ encounter and the wolves where deadly. Both mainly due to high HP.</p><p></p><p>Your party doesn't seem to have AOE, so multiple foes will screw you over. The game assumes you have aoe to efficiently drop crowds. When you don't you'll suffer.</p><p></p><p>Two casts of burning hands could kill every scarecrow hit.</p><p></p><p></p><p>Uncertain. I had to invent builds and tactics. Builds where all low damage, no AOEs, and did little but attack action to get your times (on average)</p><p></p><p>GWM reckless barb with 16 str and a +1 greataxe deals 1d12+14 (20.5) damage and hits 75% of the time. L 2 Burning hands deals 14 damage to 3 and 28 to 3. Barb kills 2, ranger+pet kills 1. Bard whispers (DC 13, +0 wis save), resulting OAs kill one more.</p><p></p><p>Next round cleanup. So killing 8 scarecrows in 2 rounds is plausible, assuming you have a party with low level damage optimization.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7884416, member: 72555"] By DMG guidelines, a deadly encounter. I'm guessing 0 of you have SS or GWM. And you rely on weapon damage, none of it magical. And you use 1 handed weapons with 16 attack stat and d8 dice, sometimes with a +2 from Dueling or +1d6 from hex. Bard probably doesn't leverage dissonant whispers for mass OA spam? (one cast while everyone in melee with target = 3 attacks) 37*4 HP is anout 150. AC of 14 means you hit 2/3 of the time, so need to throw 225 total damage. Swords deals 10, warlock 11, ranger 10 plus another 5, paladin 10. So baseline is 46; 225/46 is 5 rounds. One whisper landing is a round off that total. Bard can cast it 3 times, DC 14 means 2/3 chance of landing. That gets it down to 3 rounds assuming warlock/paladin does [I]something[/I] with spell slots. Ah lovely. No blasters, probably no fire. Weapons aren't magical (except hexblade?), so half damage. 200-odd total HP, but *2 for resistance is 400. Of course, grab a torch to use as a club (say, 1d3 bludgeon + 1d3 fire) and they melt (1d8+5 halves to 5 per hit; 1d3+5+1d3 halved to 3.5 plus doubled to 4 is 7.5). But probably didn't do that. So 5+2.5 ranger, 11 (magic) warlock, 5 swords bard, 5 paladin. 30ish. 11 AC so hit 75% of the time, for 22 DPR. Against 200 HP, 9 rounds. Finishing them in 6 takes effort. Grab some torches and hit 36*.75 is 27 DPR. 7ish rounds. Whispers for 3 rounds hitting twice, 5 rounds to win. If nobody in that group is built to do damage, as modelled above, that seems reasonable. Note the scarecrows where significantly deadly+ encounter and the wolves where deadly. Both mainly due to high HP. Your party doesn't seem to have AOE, so multiple foes will screw you over. The game assumes you have aoe to efficiently drop crowds. When you don't you'll suffer. Two casts of burning hands could kill every scarecrow hit. Uncertain. I had to invent builds and tactics. Builds where all low damage, no AOEs, and did little but attack action to get your times (on average) GWM reckless barb with 16 str and a +1 greataxe deals 1d12+14 (20.5) damage and hits 75% of the time. L 2 Burning hands deals 14 damage to 3 and 28 to 3. Barb kills 2, ranger+pet kills 1. Bard whispers (DC 13, +0 wis save), resulting OAs kill one more. Next round cleanup. So killing 8 scarecrows in 2 rounds is plausible, assuming you have a party with low level damage optimization. [/QUOTE]
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