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Wrapping up first 2-20 2024 campaign this week, some of my thoughts
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<blockquote data-quote="ECMO3" data-source="post: 9583901" data-attributes="member: 7030563"><p>Have you DMed high level play using the 2024 rules?</p><p></p><p>IME Invisible is not a big problem as the fighter we are playing with gets heroic inspiration ever single turn, he often has 1d12 Bardic Inspiration, will and if he is unlucky enough to miss he gets advantage on the very next attack to cancel any disadvantage.</p><p></p><p>Flying is a bigger problem, but one that is easily solved by someone in the party casting Fly and the Topple mastery and Cunning Strike makes flying enemies regret flying rather quickly. Even if the Fighter wins initiative and can't benefit from a spell the first round; if that flying enemy is within 60 feet of the ground, there is a great chance the fighter is going to knock him out of the air with a Trident.</p><p></p><p>The last flying enemy we fought I won initiative and readied an action to shoot him when my Quasit got next to him. My familiar flew up to him and I shot at him with a pistol using truestrike. Then I put Cunning action trip on it to try to knock him down. He saved against that or he would have crashed right then. I had my familiar use the help action on his turn. The fighter threw a Trident with the help canceling the disadvantage and he failed the save against Topple. He fell to the ground, took another 6d6 and the Fighter started pounding him with advantage and an 18 crit range. With my sneak attack, the fighters attacks, action surge, steadied attacks, Heroic Inspiration and Bardic Inspiration the bad guy statistically would have had to make about 6 saves in a row (one from me, 5 from the fighter assuming 1-2 misses) to NOT to fall to the ground in the first two PC turns .... and that is with us being stuck on the ground attacking a flying enemy.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9583901, member: 7030563"] Have you DMed high level play using the 2024 rules? IME Invisible is not a big problem as the fighter we are playing with gets heroic inspiration ever single turn, he often has 1d12 Bardic Inspiration, will and if he is unlucky enough to miss he gets advantage on the very next attack to cancel any disadvantage. Flying is a bigger problem, but one that is easily solved by someone in the party casting Fly and the Topple mastery and Cunning Strike makes flying enemies regret flying rather quickly. Even if the Fighter wins initiative and can't benefit from a spell the first round; if that flying enemy is within 60 feet of the ground, there is a great chance the fighter is going to knock him out of the air with a Trident. The last flying enemy we fought I won initiative and readied an action to shoot him when my Quasit got next to him. My familiar flew up to him and I shot at him with a pistol using truestrike. Then I put Cunning action trip on it to try to knock him down. He saved against that or he would have crashed right then. I had my familiar use the help action on his turn. The fighter threw a Trident with the help canceling the disadvantage and he failed the save against Topple. He fell to the ground, took another 6d6 and the Fighter started pounding him with advantage and an 18 crit range. With my sneak attack, the fighters attacks, action surge, steadied attacks, Heroic Inspiration and Bardic Inspiration the bad guy statistically would have had to make about 6 saves in a row (one from me, 5 from the fighter assuming 1-2 misses) to NOT to fall to the ground in the first two PC turns .... and that is with us being stuck on the ground attacking a flying enemy. [/QUOTE]
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