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General Tabletop Discussion
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What is the logic behind one 6th, 7th, 8th, and 9th level spell?
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<blockquote data-quote="GMforPowergamers" data-source="post: 6447183" data-attributes="member: 67338"><p>365 commoners (MMpg345) cr 0 10xp (3650xp)</p><p>24 guards (MM pg347) cr 1/8 25xp (600xp)</p><p>2 Knights (MMpg347) cr 3 700xp (1400xp)</p><p>11 Veterans (MMpg 350) cr3 700xp (7700xp)</p><p>5 scouts (MMpg 349) cr 1/2 100xp (500xp)</p><p>2 gladiator (MMpg 346) cr 5 1,800xp (3600xp)</p><p>10 Nobles (MM pg348) cr 1/8 25xp (250xp)</p><p>8 Thug (MMpg 350) cr1/2 100xp (800xp)</p><p>3 spys MMpg 349) cr1 200xp (600xp)</p><p>1 assassin (MMpg 343) cr 8 3900xp (3900xp)</p><p>13 bandits (MMpg 343) cr 1/8 25xp (325xp)</p><p>1 Bandit Captain (MMpg 342) cr 2 450xp (450xp)</p><p>1 mage (MMpg 347) cr 6 2300xp (2300xp)</p><p>1 priest (MMpg348) cr 2 450 xp (450xp)</p><p>3 Acolytes (MMpg 342) cr 1/4 50xp (150xp)</p><p></p><p>so grand total is 26,675xp or 8,891.7 xp per player... I would round that off to 9k if I were running this as an ongoing...</p><p>and that darn assassin is worth more then all the commoners together...</p><p></p><p>I also am spiceing it up by adding 7 magic items to the town... 1 veteran has a +1 longsword, and another has Adamantine splint armor, One of the knights has a figurine of wondrous power horse, one of the Nobles has both a +1 weapon and a ring of protection, 1 of the gladiators has a +2 defending weapon and the Assassin has a +2 keen dagger (crit 19+)</p><p></p><p>all of that seems atleast to me with in the spirit of DMing this encounter (not to mention I have to actualy make it fun for the PCs playing)</p><p></p><p>edit: forgot </p><p>Mind FLayer (MMpg 221-222) cr 7 2,900xp</p><p>wow he is weaker then the assassin he is controlling... funny but I'm giving him 2 more magic things... a head band of intellect 20, and a mystic/psychic room that works like cerebro from x-men movies/comics as the mcguffen letting him control a whole town...</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 6447183, member: 67338"] 365 commoners (MMpg345) cr 0 10xp (3650xp) 24 guards (MM pg347) cr 1/8 25xp (600xp) 2 Knights (MMpg347) cr 3 700xp (1400xp) 11 Veterans (MMpg 350) cr3 700xp (7700xp) 5 scouts (MMpg 349) cr 1/2 100xp (500xp) 2 gladiator (MMpg 346) cr 5 1,800xp (3600xp) 10 Nobles (MM pg348) cr 1/8 25xp (250xp) 8 Thug (MMpg 350) cr1/2 100xp (800xp) 3 spys MMpg 349) cr1 200xp (600xp) 1 assassin (MMpg 343) cr 8 3900xp (3900xp) 13 bandits (MMpg 343) cr 1/8 25xp (325xp) 1 Bandit Captain (MMpg 342) cr 2 450xp (450xp) 1 mage (MMpg 347) cr 6 2300xp (2300xp) 1 priest (MMpg348) cr 2 450 xp (450xp) 3 Acolytes (MMpg 342) cr 1/4 50xp (150xp) so grand total is 26,675xp or 8,891.7 xp per player... I would round that off to 9k if I were running this as an ongoing... and that darn assassin is worth more then all the commoners together... I also am spiceing it up by adding 7 magic items to the town... 1 veteran has a +1 longsword, and another has Adamantine splint armor, One of the knights has a figurine of wondrous power horse, one of the Nobles has both a +1 weapon and a ring of protection, 1 of the gladiators has a +2 defending weapon and the Assassin has a +2 keen dagger (crit 19+) all of that seems atleast to me with in the spirit of DMing this encounter (not to mention I have to actualy make it fun for the PCs playing) edit: forgot Mind FLayer (MMpg 221-222) cr 7 2,900xp wow he is weaker then the assassin he is controlling... funny but I'm giving him 2 more magic things... a head band of intellect 20, and a mystic/psychic room that works like cerebro from x-men movies/comics as the mcguffen letting him control a whole town... [/QUOTE]
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What is the logic behind one 6th, 7th, 8th, and 9th level spell?
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