Dandu
First Post
Option 1: Actually run a game.
Option 2: We run scenarios. For example:
Start of the day:
#2 and #3 cast Mage Armor on themselves and #3 spares one for #1. They are at
#1: 5 spells
#2: 4 spells
#3: 3 spells
Small Air Elemental
It has Darkvision 60 and an initiative of +7. It would not be unreasonable to have it go first in an encounter. It will probably be in its normal form. It had a +5 to hit and deals 1d4 damage. This is not going to take down anyone quickly.
The party has the option of shooting it in the face or Magic Missiling it. Using Magic Missile, which deals 1d4+1 damage, or an average of 3.5 damage, it takes three castings to kill an Air Elemental. That is two rounds of the two offense enabled sorcerers casting Magic Missile, while the third... sits there. As the elemental will try to attack whomever is shooting it, we can assume that one of the sorcerer's is getting beaten up. Casting can still take place if he moves, provokes an AoO, and then casts. There will be injuries, but the air elementals frankly pitiful damage is unlikely to kill anyone. Dr. Feelgood can up the injured party with a Cure Light Wounds even if they do go into the negatives.
The party's probably going to win this one.
#1: 3 spells
#2: 3 spells
#3: 3 spells
#4: 2 spells
Small Animated Object
+1 Initiative, +1 reflex save, +1 to Balance. Party wins initiative, greases it, retreats, and hits it with arrows until it dies. Probably. Maybe two more Magic Missiles? That would reduce its HP of 15 by half. It only has AC 14, which means they're going to be able to hit it with a few d8 bolts.
#1: 2 spells
#2: 2 spells
#3: 2 spells
#4: 2 spells
Camel
+3 initiative, +1 will save, +3 to Balance, +0 to attack... Grease it, Sleep it, then use the crossbows.
Come on, it's a camel. When was the last time someone died to a camel?
#1: 1 spells
#2: 2 spells
#3: 1 spells
#4: 2 spells
At this point, the party is probably wondering what is going on as they have fought an extraplanar entity, a magic carpet, and the mascot of a cigaret company. Little do they suspect that the mystery will soon deepen!
Darkmantle
This one's kind of dangerous. It gets the drop on you - pardon the pun - and proceeds to squeeze the living daylights out of its victim, dealing 1d4+2 damage. It even casts Darkness before attacking so it has cover. On the plus side Darkness inflicts on it a 20% miss chance (seriously, WotC, read your spell descriptions before you suggest tactics for monsters) and the rest of the party can either blast it with Magic Missiles, Sleeps, or use Grease (on the person who got grappled). It has poor movement so pulling back and firing on it with the crossbows is a valid tactic.
I think that, after 4 encounters, the party deserves a rest.
Option 2: We run scenarios. For example:
Start of the day:
#2 and #3 cast Mage Armor on themselves and #3 spares one for #1. They are at
#1: 5 spells
#2: 4 spells
#3: 3 spells
Small Air Elemental
It has Darkvision 60 and an initiative of +7. It would not be unreasonable to have it go first in an encounter. It will probably be in its normal form. It had a +5 to hit and deals 1d4 damage. This is not going to take down anyone quickly.
The party has the option of shooting it in the face or Magic Missiling it. Using Magic Missile, which deals 1d4+1 damage, or an average of 3.5 damage, it takes three castings to kill an Air Elemental. That is two rounds of the two offense enabled sorcerers casting Magic Missile, while the third... sits there. As the elemental will try to attack whomever is shooting it, we can assume that one of the sorcerer's is getting beaten up. Casting can still take place if he moves, provokes an AoO, and then casts. There will be injuries, but the air elementals frankly pitiful damage is unlikely to kill anyone. Dr. Feelgood can up the injured party with a Cure Light Wounds even if they do go into the negatives.
The party's probably going to win this one.
#1: 3 spells
#2: 3 spells
#3: 3 spells
#4: 2 spells
Small Animated Object
+1 Initiative, +1 reflex save, +1 to Balance. Party wins initiative, greases it, retreats, and hits it with arrows until it dies. Probably. Maybe two more Magic Missiles? That would reduce its HP of 15 by half. It only has AC 14, which means they're going to be able to hit it with a few d8 bolts.
#1: 2 spells
#2: 2 spells
#3: 2 spells
#4: 2 spells
Camel
+3 initiative, +1 will save, +3 to Balance, +0 to attack... Grease it, Sleep it, then use the crossbows.
Come on, it's a camel. When was the last time someone died to a camel?
#1: 1 spells
#2: 2 spells
#3: 1 spells
#4: 2 spells
At this point, the party is probably wondering what is going on as they have fought an extraplanar entity, a magic carpet, and the mascot of a cigaret company. Little do they suspect that the mystery will soon deepen!
Darkmantle
This one's kind of dangerous. It gets the drop on you - pardon the pun - and proceeds to squeeze the living daylights out of its victim, dealing 1d4+2 damage. It even casts Darkness before attacking so it has cover. On the plus side Darkness inflicts on it a 20% miss chance (seriously, WotC, read your spell descriptions before you suggest tactics for monsters) and the rest of the party can either blast it with Magic Missiles, Sleeps, or use Grease (on the person who got grappled). It has poor movement so pulling back and firing on it with the crossbows is a valid tactic.
I think that, after 4 encounters, the party deserves a rest.