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  1. - Top - End - #31
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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by Unoriginal View Post
    Is it better to have the Sorcerer be a Green Dragon's descendant, for the resistance to poison, or another kind of dragon's so that they can damage the Abominations more?

    Feel like resistance to poison is more important here.
    Eh... It'll take one more melee attack to down the sorcerer, end. Well, one more succesful melee attack. I don't think that beats more damage.

  2. - Top - End - #32
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    Imp

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    Default Re: combat TACTICAL challenge 2

    Fair, then, Sorcerer in damage-dealing mode.

    You know, the Abomination has +4 to resist Disarm, it's not that much compared to the Paladin's attack mod. It could be worthwhile for the Paladin to take away both their weapons (since it makes them unable to attack at range and cut their melee attack to only one Bite and one Constrict), and since the Abominations focus on the one who does the more damage to them they won't target the Paladin for a while.

    Of course that means the Cleric would have to tank/protect the Sorcerer for at least two rounds, and it'll make the fight last longer due to not having the Paladin's damage to help for said rounds. But you're also diminishing the Abomination's damage output and tactical capacities significantly.

    I wonder if it'd be possible to bait both Yuan-ti to cast Fear on the Cleric and the Sorcerer while the Paladin is Disarming them.

  3. - Top - End - #33
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    NecromancerGuy

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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by Unoriginal View Post
    Fair, then, Sorcerer in damage-dealing mode.

    You know, the Abomination has +4 to resist Disarm, it's not that much compared to the Paladin's attack mod. It could be worthwhile for the Paladin to take away both their weapons (since it makes them unable to attack at range and cut their melee attack to only one Bite and one Constrict), and since the Abominations focus on the one who does the more damage to them they won't target the Paladin for a while.

    Of course that means the Cleric would have to tank/protect the Sorcerer for at least two rounds, and it'll make the fight last longer due to not having the Paladin's damage to help for said rounds. But you're also diminishing the Abomination's damage output and tactical capacities significantly.

    I wonder if it'd be possible to bait both Yuan-ti to cast Fear on the Cleric and the Sorcerer while the Paladin is Disarming them.
    I'm currently comparing sleet storm vs level 4 flight

    Both seem to work as long as the cleric immediately makes the sorc fearless.

  4. - Top - End - #34
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    Default Re: combat TACTICAL challenge 2

    Ruling - For the sake of this challenge Forced movement breaks a grapple IF it moves the grappled out of the Grapple Range (aka 10' = 2 good pushes, since the YuanTi will grapple then pull PC into bite/scimitar range).

    I'm pretty sure this is RAW based on the Grappled Condition PHB pg 290:
    "The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell."

    Chugger - Suggestion is a great idea to take one YuanTi out of the fight, what specifically will be suggested such that it lasts? "If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do." Surrender takes one action to complete, flee as far as you can in a small room = one turn, etc ... How can we make this DM proof?

    Fly/Spider Climb - All great suggestions and effective if they have no ranged attack (or can't jump or climb), but that's why I took the recommendation to give them their Long Bows, and edited the first post.

    Hellpyre - We'll say YuanTi 1 is closer to Cleric at start.

    Room - classic white room, smooth marble walls, florescent lighting (), no door ...

    Actions start at first turn - no prebuffing, you can summon spirits into the room so FIND STEED would be in play on Pali's turn.

    Maybe Ready action Heightened Slow ...
    Last edited by da newt; 2020-09-27 at 08:19 AM.

  5. - Top - End - #35
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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by da newt View Post

    Chugger - Suggestion is a great idea to take one YuanTi out of the fight, what specifically will be suggested such that it lasts? "If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do." Surrender takes one action to complete, flee as far as you can in a small room = one turn, etc ... How can we make this DM proof?
    Suggestion: "run around this room 100 times work to prove you are the fastest" would that work?
    Last edited by Frogreaver; 2020-09-27 at 08:35 AM.

  6. - Top - End - #36
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    NecromancerGuy

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    Default Re: combat TACTICAL challenge 2

    EDIT: Simplified the whole thing.

    Initiative order: Cleric, YuanTi 1, Sorc, YuanTi 2, Pali

    Cleric YT1 left

    Pali Yt2 Right.

    Sorc Center: (slots are 2, 1, 3, 1)

    We'll assume the YT follow their heuristic here.

    R1: Cleric: Calm emotions, move towards sorc
    YT1: Full move and fear
    Sorc: Prone, Sleet storm everything not in the party (the closest edge should actually be right at the edge of the sorcs square)
    YT2: Full move. Fear.
    Paladin: Full move to sorc, heroism on sorc and self. Vow on YT1.

    R2: Cleric: Drop calm emotions, cast SG overlapping so that the YT cannot reach mele with the party. (assuming the sorc has moved to a corner this should be 15 ft right of the sorc and 5 ft up)
    YT1: Is very confused and shoots at the sorc after moving to the edge of SG.
    Sorc: 15 ft towards guarded corner,. Preforms "the worm", stand, quickened Fireball(4)+twinned firebolt. Go prone.
    YT2: Also shoots at sorc and feels bad about its snake based life choices. Full moves and bunks on SG.
    Paladin: Comences GWM smitespam on YT1.

    Round 3:

    Cleric: Dodge. Move to the edge of sleet adjacent to pala and cast SW.
    YT1: May be dead now on very high rolls. If not it can do some damage to the cleric or paladin.
    Sorc: Worms again with a 3rd level quickened fireball and twinned firebolt moving to a spot safe from YT2.
    YT2: can mele the cleric now.
    Paladin: If YT1 isn't dead yet. Finish it off.

    Past this we're just gangstomping YT2. Sorc swaps to SRay at 3rd level and chugs its remaining 2nd level slot for SP to quicken firebolt+sray next round.
    Last edited by Nhorianscum; 2020-09-28 at 03:33 PM.

  7. - Top - End - #37
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    HalflingRogueGirl

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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by da newt View Post
    Ruling -
    Actions start at first turn - no prebuffing, you can summon spirits into the room so FIND STEED would be in play on Pali's turn.
    With a 10-minute cast time, find steed will probably not be a factor for anyone involved.


    Cleric opens with ready action to dispel magic if the Sorc becomes frightened and moves in towards the Sorc. First Yuan-Ti closes towards the middle of the room and casts fear targeting Cleric and Sorc. Cleric is a 50/50 on passing, but we don't really care at all if they do or not. Spell Breaker lets them remove fear with Healing Word, so at worst it causes them to waste a bonus action to burn the Yuan-Ti's action Sorc is a 75% chance to fail, so we can assume they will do so (if they don't, it potentially saves a BA on the next turn because the second fear gets dispelled instead, but we'll run with the odds here).

    Sorc's turn comes, and they are not frightened anymore. Going with fire as draconic Sorc element, upcasting Scorching Ray and then a quickened firebolt deals an average of 33 damage to an AC 15 Yuan-Ti, and assuming a save, fireball + quickened firebolt does an average of 27. Heightened fireball is a save for the Yuan-Ti on a roll of 12 or higher, so average damge from that and a bolt is 35.4 for a total of 5 sorcery points. So I think we look at our attack roll spells here.
    (Odds on Heightened or Twinned save spells are slightly in our favor, but it really muddies the math when it's an all or nothing effect. Best call is almost certainly to Twin Suggestion 3 rounds in a row or until you succeed once - the odds on twin are slightly worse - a 40.8% chance of both succeeding with advantage vs a 40% chance for a save without advantage on one target, but you save a sorcery point and have a better best-case scenario)
    All advice given with the caveat that you know your group better than I do. If that wasn't true, you'd be getting advice face-to-face. So I generalize.

    Quote Originally Posted by Venger View Post
    are you asking us to do research into a setting you wrote yourself?

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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by da newt View Post
    Ruling - For the sake of this challenge Forced movement breaks a grapple IF it moves the grappled out of the Grapple Range (aka 10' = 2 good pushes, since the YuanTi will grapple then pull PC into bite/scimitar range).

    I'm pretty sure this is RAW based on the Grappled Condition PHB pg 290:
    "The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell."
    The question was if you can break the grapple by pushing the grappler or if it only works by pushing the grappled.

  9. - Top - End - #39
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    Default Re: combat TACTICAL challenge 2

    Unless I'm missing something, the first yuanti can move to a position such that the sorcerer and paladin can both be targeted by fear before either have had a turn.

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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by Frogreaver View Post
    Unless I'm missing something, the first yuanti can move to a position such that the sorcerer and paladin can both be targeted by fear before either have had a turn.
    Yes- and the sorcerer is likely to fail it (15+) while the paladin is slightly likely to pass it (9+). I think the best option is to throw Calm Emotions, probably, as to ward off against the fear.

    Unsure if it stops a Fear casted afterwards though. Guess the cleric can just Ready it.

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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by Valmark View Post
    Yes- and the sorcerer is likely to fail it (15+) while the paladin is slightly likely to pass it (9+). I think the best option is to throw Calm Emotions, probably, as to ward off against the fear.

    Unsure if it stops a Fear casted afterwards though. Guess the cleric can just Ready it.
    It stops fear but you'll need to remove the effect before dropping calm.

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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by Valmark View Post
    Yes- and the sorcerer is likely to fail it (15+) while the paladin is slightly likely to pass it (9+). I think the best option is to throw Calm Emotions, probably, as to ward off against the fear.

    Unsure if it stops a Fear casted afterwards though. Guess the cleric can just Ready it.
    Probably a good time to blow counterspell in this case for the sorcerer.

  13. - Top - End - #43
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    Default Re: combat TACTICAL challenge 2

    A turn where the Abomination cast Fear is a turn to damage them without getting hurt. Baiting the Fear (twice) by having the Cleric get close of the Paladin seems worthwhile for me.

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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by Unoriginal View Post
    A turn where the Abomination cast Fear is a turn to damage them without getting hurt. Baiting the Fear (twice) by having the Cleric get close of the Paladin seems worthwhile for me.
    The issue here is more "what happens when 2 abominations gang a player, because that's what happens to sorcyboi or clericperson if the fear turn gets used for aggro.

    If either ever gets tagged by 2 YTA's without a way of generating disadvantage they're probably just straight up dead.

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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by Gignere View Post
    Probably a good time to blow counterspell in this case for the sorcerer.
    Oh, right, forgot about Counterspelling yeah.

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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by Nhorianscum View Post
    The issue here is more "what happens when 2 abominations gang a player, because that's what happens to sorcyboi or clericperson if the fear turn gets used for aggro.

    If either ever gets tagged by 2 YTA's without a way of generating disadvantage they're probably just straight up dead.
    Not sure I follow.

    Evn if only Yuan-ti 1 gets baited into casting Fear on Pala-boi and Cleri-boi, the two Abominations can't gang on any of the PCs.

    Furthermore, given that those Yuan-ti have to attack whoever deals the most damage to them (since are programmed video game NPCs forced to follow the script and not able to act like normal people), as long as each Yuan-ti is damaged by a different PC (or both are damaged by the same PC but then one of them is damaged more by another), then the Yuan-ti are unable to gang on the same PC.

  17. - Top - End - #47
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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by Unoriginal View Post
    Not sure I follow.

    Evn if only Yuan-ti 1 gets baited into casting Fear on Pala-boi and Cleri-boi, the two Abominations can't gang on any of the PCs.

    Furthermore, given that those Yuan-ti have to attack whoever deals the most damage to them (since are programmed video game NPCs forced to follow the script and not able to act like normal people), as long as each Yuan-ti is damaged by a different PC (or both are damaged by the same PC but then one of them is damaged more by another), then the Yuan-ti are unable to gang on the same PC.
    Eh, the phrasing is definitely not damage but rather "effect" and speaks for the YTA's as a duo rather than individually. It's a pretty flex heuristic that a DM might jot in their notes as an aid to running these quickly rather than robot programming.

    As for ganging... not immediately. But keep in mind that by moving up for fear unopposed the YTA's are in position to both hit any PC.

    Similarly any movement that would entice a fear on paladin+cleric will also hit the sorc.

    Note: Counterspell eats that precious shield reaction so it can be risky to use on YTA2.
    Last edited by Nhorianscum; 2020-09-27 at 02:29 PM.

  18. - Top - End - #48
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    Default Re: combat TACTICAL challenge 2

    Still thinking through this, but I don't think Fear is all that bad. If anyone is in the corner when under fear, they'll just act as normal. Essentially, the YT starting out with a fear spell is a waste of a turn, especially when targetting the paladin.

    If the sorcerer gets feared, they're still able to quicken their spells.
    Last edited by Asisreo1; 2020-09-27 at 02:52 PM.

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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by Asisreo1 View Post
    Still thinking through this, but I don't think Fear is all that bad. If anyone is in the corner when under fear, they'll just act as normal. Essentially, the YT starting out with a fear spell is a waste of a turn, especially when targetting the paladin.

    If the sorcerer gets feared, they're still able to quicken their spells.
    If you're in a corner with the YT within... Whatever is the distance from a corner to the center you'll move away by heading to the other corner. Unless the YT is precisely at the same distance from each wall, but why would they do that knowing it invalidates the fear they casted?

  20. - Top - End - #50
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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by Asisreo1 View Post
    Still thinking through this, but I don't think Fear is all that bad. If anyone is in the corner when under fear, they'll just act as normal. Essentially, the YT starting out with a fear spell is a waste of a turn, especially when targetting the paladin.

    If the sorcerer gets feared, they're still able to quicken their spells.
    Kinda ish? They have to run away from the source every round so if the YTA moves they have to move which shuts off most BC, they also have disadvantage on... pretty much everything and one action per turn.

    It's not good.

    ------------

    Edit: Worth noting that with advantage and without smites the paladin only manages 28ish DPR and needs a whopping 5 rounds to actually down a YTA. By comparison the YTA hits 20 DPR on the paladin so we will need to use another round for lay on hands just to not die and even that is risky. It also takes a whopping 6 rounds with our heal.

    The cleric takes even longer dealing a whopping 14 DPR if its dodging.

    The sorc deals um, 64 average when gunning for both YT. As an average, if both make the save. That's the value of our 3rd level sorc slots. (4th on 2x prone + hold twinned bolt hits for gross numbers) It cannot do this with the YTA's in mele.

    The YTA's can actually force in-combat-healing as a death spiral very easily.
    Last edited by Nhorianscum; 2020-09-27 at 04:19 PM.

  21. - Top - End - #51
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    Default Re: combat TACTICAL challenge 2

    Given the initiative order, the most logical thing to do is have cleric move to where YT 1 will move in and fear-cone (and thus be in melee range of pal when he moves up and attacks later this round) and counterspell this fear. Then Sorc uses meta magic to negate YT 2's advantage on ST and casts some sort of control on it - he could try to Hyp Pattern both and there's a good chance YT 2 will fail, but then YT 1 shoots YT 2 with an arrow to wake it or eats an OA and goes over to wake it.

    YT's speak common, so suggestion can be used to remove YT 2 from the fight (unless DM is a jerk on suggestion). Sorc could possibly fear both and hope to at least get YT 2 feared - YT 1 will likely make it because sorc can only do the meta magic thing on one target.

    You've got to divide and conquer to win this, or at least that's a great way to do it or have a chance at winning. If sorc is restrained he can misty step out of it. Put your minds to control spells. Cleric control spells won't work well because of the adv on ST - except spirit guardians gives rough terrain and slows movement for the YTs. That will help force them to attack the pal or cleric, not the sorc - that allows the sorc to move to where they can't reach him and attack.

    What other control spells can they try besides suggestion and fear? Phantasmal Force isn't good - the victim can uses its action to investigate and gets a ST probably with advantage, maybe every turn. PF won't last. Suggestion, if they fail the ST, lasts until caster loses concentration or an ally hurts the YT. Hyp pattern is weak cuz the other YT can break it. Fear - it moves away until it can't move any more and then what? DM interpretation - maybe it can use its bow. Blindness - maybe. Web won't do much.

    If you can't remove a YT from the fight it's going to be hard, obviously. Get YT 1 to cast fear on round 1 and counterspell it. If Sorc fails ST on YT 2's fear (lets say he does), Cleric can dispel it next round. This means round one YTs did no damage and moved Sorc away - Pal can still have his nova round and drop YT 1 to less than half health.

    Round 2 YT 1 still takes damage from cleric's spirit guardians, and cleric dispels fear. YT 1 could give cleric OA and try moving to sorc but 15' or more of difficult terrain - and cleric will inflict wound and really hurt YT 1. I guess YT 1's best attack is to restrain cleric. Now sorc can try casting Slow on both YT, using meta magic to negate YT 2's ST - let's pretend YT 2 fails.

    YT 2 comes up to attack cleric and would shred him - he's restrained - but is slowed, so only hurts him a little. Pal really hurt's YT 1 and is now down to 2 or 1 lvl 1 slots.

    Cleric kills YT 1. Now everyone turns on YT 2, which is slowed. If YT 2 tries to shoot one arrow at sorc it's at disadvantage and sorc can shield - and if he's hurt he will probably make his roll and keep concentration. YT 2 can fear Sorc and Cleric - cleric will make St and lets say Sorc fails again. But fear doesn't make you lose concentration - so even if sorc is removed from fight, cleric and pal can finish off YT 2. They have good heals if someone drops - Pal has LoH. Pal will land one or two of his 3 GWM attacks a round and shred the YT. Cleric will probably keep concentration on his spirit guardians and will reach a point where he can also pop spiritual weapon and melee for his action.

    Honestly I think YT's best tactic is to pepper Sorc w/ poison arrows and take him out early.

  22. - Top - End - #52

    Default Re: combat TACTICAL challenge 2

    Okay, I found a tactic that I'm reasonably happy with. I probably got a little lucky on the dice when I ran it, but I think the approach is sound. My results: By the end of round 3 both Yuan-ti were dead, the Arcana Cleric was down 9 HP and two slots (1st, 2nd), the Paladin was down 4 spell slots (4 1st), and the sorcerer was down 3 sorcery points and 3 spell slots (3rd, 3rd, 3rd).

    Two key points: (1) what makes this fight deadly is the bad initial positioning, and cleric goes first so cleric needs to buy time on rounds 1 and 2 for others to safely buff for a round, and (2) use the corner to protect the sorcerer.

    The map looks like this:



    Round 1:
    Cleric advances towards Yuan-ti #1, Dodges, casts Spiritual Weapon to deal damage and "draw aggro" so to speak. Lucky crit, does 18 damage.
    Per OP, Yuanti-#1 responds by attacking back, with disadvantage, missing three times.
    Sorcerer casts Twin Haste and moves to a safer position. Note: I missed an opportunity here to also throw a Net on Yuan-ti #1 but oh well.
    Yuan-ti #2 has no way to hit multiple targets with Fear due to sorc's movement, per OP moves to attack greatest threat so far (cleric). Misses three times.
    Paladin casts Protection From Evil on self, swears a Vow of Enmity towards Yuan-ti #2, and throws a net, missing. (I messed up here and gave myself disadvantage on the Net attack despite the offsetting Vow of Enmity advantage.) Moves back towards corner to give sorcerer a safe place to hide next round.

    IMO #1 was the crucial round. At this point the PCs have the upper hand due to positioning and buffs.

    Round 2:
    Cleric knows he's still the main target until the paladin starts acting, so Dodges again, casts Shield of Faith on self to buff defenses further. (Sanctuary could also have worked but he wants to do opportunity attacks with Warcaster/Booming Blade.)
    Yuan-ti #1 misses cleric three times.
    Sorcerer Fireballs (lucky damage roll results in 37). Yuan-ti #1 saves, takes 18 damage. Yuan-ti #2 fails, takes 37 damage. Sorcerer misses Yuan-ti #2 with a net attack (disadvantage) and moves back into the corner behind paladin and drops prone.
    Yuan-ti #2 sees an opportunity to cast Fear and moves toward Paladin and Sorc's corner. Sorc Counterspells. Yuan-ti moves into melee range to threaten Constrict opportunity attacks. Paladin hits with a PAM GWM reaction attack for 14 HP of damage.
    Paladin gets pretty lucky on attacks but also unlucky because I messed up. That is, he makes three attacks and hits with all three, Divine Smiting with a 1st level spell slot on all three, for 26, 26, 27 (79) damage. He's unlucky because apparently I completely forgot about his Hasted attack (according to my logs) and he should have gotten a fourth attack. My math says the average expected damage in this case is 69 HP of damage so it looks like good dice luck and bad mistake luck pretty much cancelled out. In any case, 79 (3 Paladin hits with Divine Smite) + 37 (Fireball) + 14 (PAM opportunity attack) is 130 HP, which is enough to kill the 127 HP Yuan-ti Abomination #2.

    Since Sorc has AC 17 from Haste, +5 when Shielding, and since the Yuan-ti cannot stop in the paladin's space and therefore cannot get closer than 10' to the sorc, this means the Yuan-ti will only be able to attack AC 22 at disadvantage once per round with his constrict attack (9% chance of success) or twice with his longbow. The Paladin is AC 20, and has Misty Step to escape from constriction, plus four to five GWM/PAM attacks per round. Sorc will have +10 on any concentration saves.

    At this point PCs are in a very strong position and would be even if Yuan-ti #2 were still alive.


    [/B]
    Round 3:
    Cleric knows Paladin has just become target of choice. He Booming Blades Yuan-ti #1 (hitting with dagger + booming energy for 8 damage). Missed opportunity: I forgot to use the Spiritual Weapon that's still there from round 1.
    Yuan-ti #1 sees an opportunity to Fear Paladin and Sorc and takes it. Takes 8 HP of Booming Blade damage, then a Warcaster opportunity attack from the Arcana cleric for another 10 damage, followed by 8 more HP of Booming Blade damage. At this point he's down 18 (Fireball) + 16 (Booming Blade #1) + 18 (Booming Blade opportunity attack) = 52 HP. He casts Fear, and the sorc fails his save. Paladin is immune due to Protection From Evil. Edit: this was an error on my part. I thought Yuan-tis were Aberrations but they aren't.
    Paladin hits Yuan-ti four times (one crit for 30 HP after GWF rerolls, which I assume the Paladin must have because he doesn't have Defense style or he'd be AC 19, then a hit for 17, another hit for 17, and a haft attack for another 17). 54 + 30 + 17*3 = 135 which is greater than 127 HP so Yuan-ti #2 is dead.

    Missed opportunities and critiques:

    The single biggest mistake I made here is having the Paladin buff with Protection From Evil instead of Heroism or Bless, due to mistakenly believing Yuan-ti to be Aberrations. Bless probably would be the stronger choice in order to increase offensive output. I also missed some opportunities to do net attacks, e.g. on the round when Twin Haste is cast.

    I got unusually lucky on die rolls with the Paladin. It probably should have taken more more rounds to kill those Yuan-ti, and I probably should have taken some damage in the process.

    I think the core approach is sound though and likely to work even with typical luck on the dice: as long as the cleric can Dodge while also threatening the Yuan-ti on round #1, and the sorcerer can be "castled" (like a king in Chess) into a position where no Yuan-ti can approach closer than 10', and the cleric stands ready to Healing Word away any unlucky Fear failures (not needed in this case but available), I think the PCs can win this one despite their awful initial tactical positioning.

    There may be other variations which work even better, such as having the cleric create the "Castle" pocket instead of the Paladin, or having the Paladin Dodge with their regular action while attacking with Hasted action + bonus action + sometimes reaction. (Also it matters whether enemies can move through Spiritual Weapon or if it acts like a creature--I ruled that it does not block movement.)

    TL;DR What the cleric does on the first turn is decisive. You must protect the sorcerer.

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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by Gignere View Post
    Probably a good time to blow counterspell in this case for the sorcerer.
    Actually thinking through this. Sorc can counterspell both fears. As his turn falls between them so he gets his reaction back. I think that's how we deal with fear. And it provides a full turn to try and gun 1 of the things down.

    I'm thinking about Magic Missile with the cleric and go all out DPS with the paladin. Goal being to gun 1 down as fast as possible?

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    Default Re: combat TACTICAL challenge 2

    That's a good point - sorc can counterspell both fears.

    I don't think Prot G and E works on these YT. They are monstrosities.

    Aberrations, celestials, fiends, fey and undead is what are affected by Prot E and G.

  25. - Top - End - #55

    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by Chugger View Post
    That's a good point - sorc can counterspell both fears.

    I don't think Prot G and E works on these YT. They are monstrosities.

    Aberrations, celestials, fiends, fey and undead is what are affected by Prot E and G.
    I'm not sure who you're addressing but if me, I agree. See the "Missed opportunities and critiques" section at the end of my previous post.

    I've run the combat several more times since then with fairly consistent success despite using several strategies. That corner castling move is pretty decisive, if you're patient. My current favorite opening is to have the Cleric create a pocket while casting Spirit Guardians, then Sorc Twin Hastes (and tosses a net) and goes prone in the pocket, while Paladin casts Bless while swearing a Vow of Enmity and moves next to the cleric to provide partial cover. On round #2, Paladin and Cleric shift positions slightly while both Dodging as the Paladin makes his first two or three attacks. Then the Yuan-ti are both in position to begin Paladin-kiting them every other round while the cleric makes Booming Blade opportunity attacks (and the sorc Fireballs).

    It gets a little bit messy when the Paladin gets hit with a lucky constriction attack, but it's not (usually) fatal because he can Misty Step away on his next turn, and because the cleric and sorc are not forced to panic--they just keep Dodging/Fireballing per usual.
    Last edited by MaxWilson; 2020-09-27 at 09:27 PM.

  26. - Top - End - #56
    Firbolg in the Playground
     
    EvilClericGuy

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    Default Re: combat TACTICAL challenge 2

    The Yuan-ti "will target who ever is effecting them the most."

    Well, that's easy, ignore them for as long as you want, they'll ignore you. The PC side has as much time to position and buff yourself as they want.
    It's Eberron, not ebberon.
    It's not high magic, it's wide magic.
    And it's definitely not steampunk. The only time steam gets involved is when the fire and water elementals break loose.

  27. - Top - End - #57
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    BlackDragon

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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by JackPhoenix View Post
    The Yuan-ti "will target who ever is effecting them the most."

    Well, that's easy, ignore them for as long as you want, they'll ignore you. The PC side has as much time to position and buff yourself as they want.
    They're just as afraid of you as you are to them! Don't panic and keep your buffs on.

  28. - Top - End - #58
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    BlackDragon

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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by Valmark View Post
    If you're in a corner with the YT within... Whatever is the distance from a corner to the center you'll move away by heading to the other corner. Unless the YT is precisely at the same distance from each wall, but why would they do that knowing it invalidates the fear they casted?
    You can't move closer to the Yuan-Ti at all during the frightened duration, meaning if you're in a corner, the only way you would have a means of movement is if the line between you and the monster is parallel to any of the walls.

    They do start in this position, actually, but if you're the sorcerer who is already in the middle, you'll only move 25ft before hitting the corner and then being able to take your action as normal. Incidentally, the far corner is also the position where line of sight is broken.

  29. - Top - End - #59
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    HalflingRogueGirl

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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by JackPhoenix View Post
    The Yuan-ti "will target who ever is effecting them the most."

    Well, that's easy, ignore them for as long as you want, they'll ignore you. The PC side has as much time to position and buff yourself as they want.
    So if I can land Enemies Abound on one, they kill each other even after I drop concentration or it takes damage? Perfect
    All advice given with the caveat that you know your group better than I do. If that wasn't true, you'd be getting advice face-to-face. So I generalize.

    Quote Originally Posted by Venger View Post
    are you asking us to do research into a setting you wrote yourself?

  30. - Top - End - #60
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    EvilClericGuy

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    Default Re: combat TACTICAL challenge 2

    Quote Originally Posted by Hellpyre View Post
    So if I can land Enemies Abound on one, they kill each other even after I drop concentration or it takes damage? Perfect
    Worked in the original Doom, didn't it?
    It's Eberron, not ebberon.
    It's not high magic, it's wide magic.
    And it's definitely not steampunk. The only time steam gets involved is when the fire and water elementals break loose.

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