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L12E4: Horned Devil 

d20Tactics
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This week I'm joined by LongFish, Fear_No_Equal, AzureWolf, and BlindOracle as they volley into the fourth encounter of a level 12 Diabolical Cult.
You can find the first encounter in this dungeon here: • L12E1: Erinyes
Attributions:
Maps by Luke Seefuss, a.k.a Seafoot Games | www.seafootgames.com
Token Assets by Devin Night, immortalnights.com/
Assets by 2-Minute Tabletop at 2minutetabletop.com
Music by Matthew Pablo www.matthewpablo.com

Игры

Опубликовано:

 

22 мар 2024

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Комментарии : 6   
@leslierobinson8724
@leslierobinson8724 4 месяца назад
Nice. Yes, target priority could have went either way but I believe the party chose well. The Cleric took alot of damage this battle but it was either going to be him or the Fighter given their positions. Take care.
@d20tactics
@d20tactics 4 месяца назад
Yeah, the Succubus has the chance to take one of them out with a lucky shot, but they have so many hit points that they Horned Devil isn't really a threat unless you give it a lot of time.
@wildstarmp
@wildstarmp 3 месяца назад
1 horned devil is hardly a challenge for 4 fully rested party characters... especially at the high level they seem to be
@d20tactics
@d20tactics 3 месяца назад
@@wildstarmp Thanks for commenting! I'm glad you're interested in the channel.
@mohemodirar
@mohemodirar Месяц назад
The magic missile damage is too much.. I believe that most tables will add the intelligence mod to only 1 damage roll and not go by JC ruling on this.. Level 1 spells when upcast are not supposed to do that much damage
@d20tactics
@d20tactics Месяц назад
@@mohemodirar I mean, I believe most tables aren't going to run into the issue since Evoker isn't seen as the most interesting or powerful Wizard subclass, and most tables don't get up to level 10. As far as what they are supposed to do, they are doing 25.5 on average at level 1 and an additional 8.5 per up cast level. At level two, that's 34 competing with Shatter, which should do 31 if it hits two targets; at level 3 that's 42.5 competing with Fireball at 66 if it hits two targets; at level 4 that's 51 competing with Fireball at 73 on two targets; at level 5 that's 59.5, competing with Fireball at 80 on two targets, etc. If you expect an Evoker to do more damage than a non-evoker, it seems like an effective game mechanic to do that, without out scaling the damage standard of fireball. This is more noticeable in fights against monsters with fire resistance/immunity, so it kinda depends on how reliable/effective you expect evokers to be
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