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Sharpshooter/Great Weapon Master and Why They Are Broken 101.
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<blockquote data-quote="Flamestrike" data-source="post: 6928981" data-attributes="member: 6788736"><p>Mate, youre a party of 5 x 9th level PCs. Most encounters at this level will feature stuff hurling out saving throws of some kind.</p><p></p><p>Perhaps if you took resilient instead of GWM...</p><p></p><p> </p><p></p><p>Im not taking 'advantage' of anything mate. I couldnt have used a broader range of encounters if I tried. In one adventuring day you deal with undead, humanoids, giants, fiends, a dragon, aberrations and constructs. There is a solo encounter, a mob encounter, and a few featuring low CR Mooks.</p><p></p><p> </p><p></p><p>The Orcs dont have any AOE's (and are vulnerable to them) neither do the hook horrors. The dragon and the illithid have only line attacks (L bolt and breath weapon). The giant encounter has the one AOE (a winter wolfs breath weapon).</p><p></p><p>Only the flameskulls have fireball (5th level, 1 each) and the Mezzoloths have cloudkill (1 each).</p><p></p><p>In a party with 20 healing potions, 2 paladins, 2 clerics, the healer feat, and 40 HD of healing from short rests, I think you'll be fine.</p><p></p><p> </p><p></p><p>You dont have to work it out mate. Im the DM. I know the reasons they're there already. </p><p></p><p>If you're curious the Orc chief rides the Wyvern and the Orcs are the guardians of the tower (hired goons). The dragon and the illithid parties are the emissaries you need to slay. The encounters with the [Mezzoloths and undead] and the [Flamekulls and Horrors] are trap rooms [for fluff, the flameskulls are the flaming skull heads of the Helmed horrors that fly off to attack the party]. The Giant is the captain of the guard (with a grudge against the dragon) and the Hooked horrors are thralls of the Illithids brought up for extra muscle should things go south.</p><p></p><p>Not sure why a 9th level party with 2 clerics and 2 paladins are worried about half a dozen ghouls by the way...</p><p></p><p>Your biggest issue is getting through encounters 1-6 with enough juice in the tank to fight that Dragon (particularly after fighting the Illithid caster and his thralls). Thats the cheallenge here - a dramatic race against the clock to take down two nasty little encounters.</p><p></p><p>Every expenditure of a resource (spell slot, action surge, smite etc) is a meaningful choice and not an automatic go-to.</p><p></p><p></p><p></p><p>Dude, there are no tricks here. I literally used a mix of encounters of different types and sizes and compositions, relying on the 6-8 [medium to hard] encounter/ 2 short rest paradigm.</p><p></p><p>Its fair to say that your party would be challenged in this adventure, and GWM and SS wouldnt dominate yeah?</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6928981, member: 6788736"] Mate, youre a party of 5 x 9th level PCs. Most encounters at this level will feature stuff hurling out saving throws of some kind. Perhaps if you took resilient instead of GWM... Im not taking 'advantage' of anything mate. I couldnt have used a broader range of encounters if I tried. In one adventuring day you deal with undead, humanoids, giants, fiends, a dragon, aberrations and constructs. There is a solo encounter, a mob encounter, and a few featuring low CR Mooks. The Orcs dont have any AOE's (and are vulnerable to them) neither do the hook horrors. The dragon and the illithid have only line attacks (L bolt and breath weapon). The giant encounter has the one AOE (a winter wolfs breath weapon). Only the flameskulls have fireball (5th level, 1 each) and the Mezzoloths have cloudkill (1 each). In a party with 20 healing potions, 2 paladins, 2 clerics, the healer feat, and 40 HD of healing from short rests, I think you'll be fine. You dont have to work it out mate. Im the DM. I know the reasons they're there already. If you're curious the Orc chief rides the Wyvern and the Orcs are the guardians of the tower (hired goons). The dragon and the illithid parties are the emissaries you need to slay. The encounters with the [Mezzoloths and undead] and the [Flamekulls and Horrors] are trap rooms [for fluff, the flameskulls are the flaming skull heads of the Helmed horrors that fly off to attack the party]. The Giant is the captain of the guard (with a grudge against the dragon) and the Hooked horrors are thralls of the Illithids brought up for extra muscle should things go south. Not sure why a 9th level party with 2 clerics and 2 paladins are worried about half a dozen ghouls by the way... Your biggest issue is getting through encounters 1-6 with enough juice in the tank to fight that Dragon (particularly after fighting the Illithid caster and his thralls). Thats the cheallenge here - a dramatic race against the clock to take down two nasty little encounters. Every expenditure of a resource (spell slot, action surge, smite etc) is a meaningful choice and not an automatic go-to. Dude, there are no tricks here. I literally used a mix of encounters of different types and sizes and compositions, relying on the 6-8 [medium to hard] encounter/ 2 short rest paradigm. Its fair to say that your party would be challenged in this adventure, and GWM and SS wouldnt dominate yeah? [/QUOTE]
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