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Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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<blockquote data-quote="Celtavian" data-source="post: 6840427" data-attributes="member: 5834"><p>The smart move is to try to crowd control the wolves. Disperse so the remaining wolves can't maximize their breath weapons. Have your tanks intercept the giants. Given we're trying to preserve resources, the mage using his 4th lvl slot on a <em>polymorph</em> into a giant ape or T-rex so the giants have to pound through a 100 plus hit points prior to taking any of the paladin's actual hit points, and the rogue and bard hammering the living wolves with ranged attacks while moving around it so it can't target both of them with a breath weapon.</p><p></p><p>Giants have powerful ranged attacks and a high movement rate. You have a wizard with no means to move the party quickly away. You're more likely to end up taking severe damage requiring you rest anyway, while not doing much damage to the opponent. What happens if the paladin suddenly drops once the giants pound him with a couple of 4d10+6 rocks and drop him? Leave him to die? Try to carry him slowing your movement? </p><p></p><p>The only time retreat would be smart is if you have a high mobility party or the means to conceal the entire group for a low resource cost. But just making it to the rubble strewn cave mouth was going to cost us a lot of damage. It was extremely unwise for Bedrock to break ranks when his job is to keep the giants off the casters. He instead opens himself to an AoO, takes himself out of range to AoO the giant, and allows the giant an unimpeded path to the soft target casters. It was a foolish move, the kind that leads to a TPK and shows a lack of understanding of how D&D combat works.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6840427, member: 5834"] The smart move is to try to crowd control the wolves. Disperse so the remaining wolves can't maximize their breath weapons. Have your tanks intercept the giants. Given we're trying to preserve resources, the mage using his 4th lvl slot on a [I]polymorph[/I] into a giant ape or T-rex so the giants have to pound through a 100 plus hit points prior to taking any of the paladin's actual hit points, and the rogue and bard hammering the living wolves with ranged attacks while moving around it so it can't target both of them with a breath weapon. Giants have powerful ranged attacks and a high movement rate. You have a wizard with no means to move the party quickly away. You're more likely to end up taking severe damage requiring you rest anyway, while not doing much damage to the opponent. What happens if the paladin suddenly drops once the giants pound him with a couple of 4d10+6 rocks and drop him? Leave him to die? Try to carry him slowing your movement? The only time retreat would be smart is if you have a high mobility party or the means to conceal the entire group for a low resource cost. But just making it to the rubble strewn cave mouth was going to cost us a lot of damage. It was extremely unwise for Bedrock to break ranks when his job is to keep the giants off the casters. He instead opens himself to an AoO, takes himself out of range to AoO the giant, and allows the giant an unimpeded path to the soft target casters. It was a foolish move, the kind that leads to a TPK and shows a lack of understanding of how D&D combat works. [/QUOTE]
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Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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