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Wrapping up first 2-20 2024 campaign this week, some of my thoughts
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<blockquote data-quote="zakael19" data-source="post: 9585485" data-attributes="member: 7044099"><p>Quick note on XP budgets and stats for this "adventure" (which OP's group seems to have run as a Boss Rush style game one after another to test 2024 possibilities? They're intended to be pre-made lairs you can drop into existing campaigns more like) IIRC, the minion is either 4 or 5 per the XP budget? I can't remember 100% from the Flee, Mortals encounter building which operates under its own math:</p><p>-Encounter 1 is two CR10 and one CR5 (5900+5900+1800). The CR5 is an ambusher with some buffs they can add to the CR10s (like a whirling rock storm that does 5 damage for each 5ft you move inside of it, and the Force of Irons can use that to good effect to be really tanky or resistant or whatever makes the most sense). You can also talk your way inside.</p><p></p><p>-Encounter 2 is 20 CR20 minions (2500xp per 4?). Minions in MCDM's stuff only die on a direct hit, or a failed saving throw. If they succeed, they have specific HP buffers to offset things like Fireball and other AOEs wiping the entire crowd out at once. They alert the people in the next room, especially upon hearing the outer door attacked (magically warded, pretty tanky).</p><p></p><p>-Encounter 3, given that this room was alerted, is a CR 16, (15,000) CR 13 (10,000), and two CR5s (1,800). While the CR5s can grant some powers to other elementals, they seem to just be roadbumps used because MCDM didn't have anything else that fit in the budget.</p><p></p><p>-Encounter 4, CR19 and CR 12(22,000+8,400). The CR12 is a support character with chip damage + blinds, that also heals the CR19 who is supposed to help with attrition by having some melee abilities that eat HD and stuff.</p><p></p><p>-Encounter 5, boss CR23, CR19 identical to previous encounter, CR10, 20 CR15 minions, CR13 (hidden) - (50,000, 22,000, 5900, 1300x3, 10,000xp)</p><p></p><p>Most MCDM creatures are built around comboing bonus actions that give them adaptive choices depending on teh tactical situation, multi-attacks with interesting swaps, and in this case elemental buffing effects. It can be easy to lose track of though.</p><p></p><p>[SPOILER="boss features"]</p><p>Note that the boss can do things like sacrifice one of the minions to revive any two other creatures, use a reaction to halve damage on another elemental hit around her, and other stuff.</p><p></p><p>(the minions are also her Legendary Resistance basically - her quirk is a willing sacrifice dies so she can succeed on a saving throw. all MCDM bosses have a "I lose something to use this" feature to make it feel a little less like "a ha! I just save")</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="zakael19, post: 9585485, member: 7044099"] Quick note on XP budgets and stats for this "adventure" (which OP's group seems to have run as a Boss Rush style game one after another to test 2024 possibilities? They're intended to be pre-made lairs you can drop into existing campaigns more like) IIRC, the minion is either 4 or 5 per the XP budget? I can't remember 100% from the Flee, Mortals encounter building which operates under its own math: -Encounter 1 is two CR10 and one CR5 (5900+5900+1800). The CR5 is an ambusher with some buffs they can add to the CR10s (like a whirling rock storm that does 5 damage for each 5ft you move inside of it, and the Force of Irons can use that to good effect to be really tanky or resistant or whatever makes the most sense). You can also talk your way inside. -Encounter 2 is 20 CR20 minions (2500xp per 4?). Minions in MCDM's stuff only die on a direct hit, or a failed saving throw. If they succeed, they have specific HP buffers to offset things like Fireball and other AOEs wiping the entire crowd out at once. They alert the people in the next room, especially upon hearing the outer door attacked (magically warded, pretty tanky). -Encounter 3, given that this room was alerted, is a CR 16, (15,000) CR 13 (10,000), and two CR5s (1,800). While the CR5s can grant some powers to other elementals, they seem to just be roadbumps used because MCDM didn't have anything else that fit in the budget. -Encounter 4, CR19 and CR 12(22,000+8,400). The CR12 is a support character with chip damage + blinds, that also heals the CR19 who is supposed to help with attrition by having some melee abilities that eat HD and stuff. -Encounter 5, boss CR23, CR19 identical to previous encounter, CR10, 20 CR15 minions, CR13 (hidden) - (50,000, 22,000, 5900, 1300x3, 10,000xp) Most MCDM creatures are built around comboing bonus actions that give them adaptive choices depending on teh tactical situation, multi-attacks with interesting swaps, and in this case elemental buffing effects. It can be easy to lose track of though. [SPOILER="boss features"] Note that the boss can do things like sacrifice one of the minions to revive any two other creatures, use a reaction to halve damage on another elemental hit around her, and other stuff. (the minions are also her Legendary Resistance basically - her quirk is a willing sacrifice dies so she can succeed on a saving throw. all MCDM bosses have a "I lose something to use this" feature to make it feel a little less like "a ha! I just save") [/SPOILER] [/QUOTE]
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Wrapping up first 2-20 2024 campaign this week, some of my thoughts
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