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What Level 27 Characters Are Capable Of
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<blockquote data-quote="keterys" data-source="post: 6243120" data-attributes="member: 43019"><p>This doesn't really sound horrible to me - folks worked well together, did solid but not crazy damage. Never be afraid to let PCs do solid but not crazy damage. It just makes the game go faster. Assuming that the leader didn't give them enough to kill it, anyways, but that sounds like only enough damage to bloody it, then they'd take about 2 more rounds to finish it unless their initiatives line up perfectly against it. Which, frankly, it does sound like, if it's acting 3-4 times per round and never gets to stand between their actions to avoid the headman chop damage <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>Granted, it might have missed _a lot_ if it made its 6 attacks (4 heads plus 2 APs), each of which targets 2-3 characters, and did only 45 damage (so 2 hits). </p><p></p><p>I can't imagine that trick working all that well, especially not at the levels you're talking about. Regardless of "crafting encounters", stealth just isn't that threatening and only improperly designed monsters have no ability to cope with ranged attacks. For clarity, I've DMed for a permastealth character from L7 - L30; one who never even unhides, unlike a normal cunning sneak rogue who does appear when they attack.</p><p></p><p>I mean, you could have a hunter slowing the monster, but you could also just have an elf with a bow running at full speed. If it can't cope with that, it doesn't deserve to have made it past 3rd level. </p><p></p><p>Snipers are great, no doubt, but a sniper without support in hostile territory shouldn't have an option to just sit 50 squares away whittling someone down for minutes. I mean, even a stupid monster would go in a building or cave, and any allies at all mean you can cordon off an area or outflank. It's actually great from a plot standpoint (yay scouting, sniping lookouts, etc) but from "I went 1 on 1 with a solo and it could do nothing" that sounds like crazy tofu logic. Even if the Tarrasque has to pick up a boulder and throw it, it has options.</p><p></p><p>Ready an action to attack on their turn. That's also an option that works on the rogue, often enough. </p><p></p><p>That said - yeah, D&D is a team game. If you break that mold you might hit some odd things.</p></blockquote><p></p>
[QUOTE="keterys, post: 6243120, member: 43019"] This doesn't really sound horrible to me - folks worked well together, did solid but not crazy damage. Never be afraid to let PCs do solid but not crazy damage. It just makes the game go faster. Assuming that the leader didn't give them enough to kill it, anyways, but that sounds like only enough damage to bloody it, then they'd take about 2 more rounds to finish it unless their initiatives line up perfectly against it. Which, frankly, it does sound like, if it's acting 3-4 times per round and never gets to stand between their actions to avoid the headman chop damage :) Granted, it might have missed _a lot_ if it made its 6 attacks (4 heads plus 2 APs), each of which targets 2-3 characters, and did only 45 damage (so 2 hits). I can't imagine that trick working all that well, especially not at the levels you're talking about. Regardless of "crafting encounters", stealth just isn't that threatening and only improperly designed monsters have no ability to cope with ranged attacks. For clarity, I've DMed for a permastealth character from L7 - L30; one who never even unhides, unlike a normal cunning sneak rogue who does appear when they attack. I mean, you could have a hunter slowing the monster, but you could also just have an elf with a bow running at full speed. If it can't cope with that, it doesn't deserve to have made it past 3rd level. Snipers are great, no doubt, but a sniper without support in hostile territory shouldn't have an option to just sit 50 squares away whittling someone down for minutes. I mean, even a stupid monster would go in a building or cave, and any allies at all mean you can cordon off an area or outflank. It's actually great from a plot standpoint (yay scouting, sniping lookouts, etc) but from "I went 1 on 1 with a solo and it could do nothing" that sounds like crazy tofu logic. Even if the Tarrasque has to pick up a boulder and throw it, it has options. Ready an action to attack on their turn. That's also an option that works on the rogue, often enough. That said - yeah, D&D is a team game. If you break that mold you might hit some odd things. [/QUOTE]
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