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General Tabletop Discussion
*Dungeons & Dragons
Sample adventure to test 5E in high level (15th) play. Any takers?
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<blockquote data-quote="Flamestrike" data-source="post: 8355621" data-attributes="member: 6788736"><p>I dont mind a bit of table talk generally. IRL I generally have players on a very rough 6 second timer on their turn. If they dont tell me their action by the time I mentally count down from 6 (occasionally saying the last few seconds out loud) they take the Dodge action and their turn ends. Taking into account actual turn resolution (plus the monsters) that leaves time for a rough plan to be blurted out at the table, with rounds generally lasting no more than a few minutes.</p><p></p><p>Just try and keep anything yelled out or spoken in character as something reasonable in the context of a 6 second turn.</p><p></p><p>I was assessing it myself and I had a similar plan (but different) if I was a player.</p><p></p><p>As a hint, I would have yelled out 'Everyone east of the Bard; scatter!'. That would clear a bit of room for the Sorcerer to work her magic (literally).</p><p></p><p>As a second hint, with regards to AoO's I do see players often worried about them a little too much and locking themselves into place needlessly. I mean these things deal 2d6+4 damage at +7 with an AoO. At your level, that shouldnt bother you too much if you desperately want to move (and the Rogue can just do it with a bonus action as well with no AoO) say... if you wanted to clear a space for an AOE spell. </p><p></p><p>Nothing wrong with your idea though (unless it backfires spectacularly and the party get nerfed and the Trolls dont).</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8355621, member: 6788736"] I dont mind a bit of table talk generally. IRL I generally have players on a very rough 6 second timer on their turn. If they dont tell me their action by the time I mentally count down from 6 (occasionally saying the last few seconds out loud) they take the Dodge action and their turn ends. Taking into account actual turn resolution (plus the monsters) that leaves time for a rough plan to be blurted out at the table, with rounds generally lasting no more than a few minutes. Just try and keep anything yelled out or spoken in character as something reasonable in the context of a 6 second turn. I was assessing it myself and I had a similar plan (but different) if I was a player. As a hint, I would have yelled out 'Everyone east of the Bard; scatter!'. That would clear a bit of room for the Sorcerer to work her magic (literally). As a second hint, with regards to AoO's I do see players often worried about them a little too much and locking themselves into place needlessly. I mean these things deal 2d6+4 damage at +7 with an AoO. At your level, that shouldnt bother you too much if you desperately want to move (and the Rogue can just do it with a bonus action as well with no AoO) say... if you wanted to clear a space for an AOE spell. Nothing wrong with your idea though (unless it backfires spectacularly and the party get nerfed and the Trolls dont). [/QUOTE]
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Sample adventure to test 5E in high level (15th) play. Any takers?
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