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General Tabletop Discussion
*TTRPGs General
The "I'm going to get hit no matter what my AC is" philosphy
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<blockquote data-quote="Ao the Overkitty" data-source="post: 1325835" data-attributes="member: 9758"><p>He does a mix of 1 big bad or several almost as powerful bads. There is a reason why we're 10th & 11th level after a year & 1/4 of playing at 1/2 to 3/4 xp and with a large group.</p><p></p><p>It's bad when he does the 1 big bad, cause those are the ones we ALL have serious problems hitting.</p><p></p><p>For example, last friday we dealt with an Imp Sorcerer Assassin. While we fought something he had summoned, he studied our ranger. Once the fight was over, he killed our ranger and won init, going invisible again. Cause Mr. Assassin had undetectable alignment, he took out Evil-dar as our primary detection method when dealing with Invisables. Since we had been fighting imps all the way through, our sorcerer was getting low on spell slots high enough to cast her glitterdust so couldn't blanket the room looking for him. Only thing we had left was my Detect Thoughts spell (thankfully made my spell failure chance). It doesn't detect location of an invisible person, but they'll show up as being within the spell for number of minds. By some careful moving, we were able to deduce he was either going after me or my cohort (we brought the other Paladin along for healing and whapping). My cohort made his save vs the death attack and we were able to keep the assassin busy and visible with grappling and glitterdusts. He kept dispelling the glitterdusts, but it was at least burning his turns. This bought the ranger enough time to return to life and slay the Assassin.</p><p></p><p>But, those imp flunkies were no pushovers. They had levels of sorcerer as well and had dodge & mobility, so had ACs of 28 or 32, depending on whether they were moving or not. Add their true strike spells and ability to go invis at will to the equation explains why we took a lot time to clear them out (lots of trips to the medics).</p></blockquote><p></p>
[QUOTE="Ao the Overkitty, post: 1325835, member: 9758"] He does a mix of 1 big bad or several almost as powerful bads. There is a reason why we're 10th & 11th level after a year & 1/4 of playing at 1/2 to 3/4 xp and with a large group. It's bad when he does the 1 big bad, cause those are the ones we ALL have serious problems hitting. For example, last friday we dealt with an Imp Sorcerer Assassin. While we fought something he had summoned, he studied our ranger. Once the fight was over, he killed our ranger and won init, going invisible again. Cause Mr. Assassin had undetectable alignment, he took out Evil-dar as our primary detection method when dealing with Invisables. Since we had been fighting imps all the way through, our sorcerer was getting low on spell slots high enough to cast her glitterdust so couldn't blanket the room looking for him. Only thing we had left was my Detect Thoughts spell (thankfully made my spell failure chance). It doesn't detect location of an invisible person, but they'll show up as being within the spell for number of minds. By some careful moving, we were able to deduce he was either going after me or my cohort (we brought the other Paladin along for healing and whapping). My cohort made his save vs the death attack and we were able to keep the assassin busy and visible with grappling and glitterdusts. He kept dispelling the glitterdusts, but it was at least burning his turns. This bought the ranger enough time to return to life and slay the Assassin. But, those imp flunkies were no pushovers. They had levels of sorcerer as well and had dodge & mobility, so had ACs of 28 or 32, depending on whether they were moving or not. Add their true strike spells and ability to go invis at will to the equation explains why we took a lot time to clear them out (lots of trips to the medics). [/QUOTE]
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