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2 years ago ::
Oct 13, 2011 - 5:16AM
#81
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Date Joined:
Aug 10, 2007
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it's just something that is provably an error (like the +142 to hit the Ogre Merc has in DRAG 2-4)
The "more damage when dragon is bloodied" is not a typo, it comes straight from the compendium.
In D&D dragons should be scary (personal opinion), and not just "another monster to defeat." The series provides (at least) 5 ways for a group to mitigate the threat of the dragon:
"CALI3-series
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1. potions of fire resistance are purchasable for all PCs who succeeded at CALI3-1 2. a free potion of fire resistance is available as a choice at the start of the adventure for all PCs who completed CALI3-1 3. the encounter objective can be successfully completed without attacking (much less bloodying) the dragon 4. the PCs are informed that they will be facing a dragon if they choose this path, and are given an alternative encounter 5. if the PCs fail this encounter, they are provided another path to successfully complete the adventure
Yes, the encounter is intended as a challenging combat, but "kill all the monsters" is not the goal of the encounter. For most groups, bloodying the dragon is not the best tactic for success.
Dan Anderson @EpicUthrac Living Forgotten Realms Calimshan Writing Director Living Forgotten Realms Epic Writing Director
Meet me at TotalConfusion: http://www.totalcon.com/RolePlaying.html
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2 years ago ::
Oct 15, 2011 - 7:25PM
#82
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it's just something that is provably an error (like the +142 to hit the Ogre Merc has in DRAG 2-4)
The "more damage when dragon is bloodied" is not a typo, it comes straight from the compendium.
In D&D dragons should be scary (personal opinion), and not just "another monster to defeat." The series provides (at least) 5 ways for a group to mitigate the threat of the dragon:
"CALI3-series
Show
1. potions of fire resistance are purchasable for all PCs who succeeded at CALI3-1 2. a free potion of fire resistance is available as a choice at the start of the adventure for all PCs who completed CALI3-1 3. the encounter objective can be successfully completed without attacking (much less bloodying) the dragon 4. the PCs are informed that they will be facing a dragon if they choose this path, and are given an alternative encounter 5. if the PCs fail this encounter, they are provided another path to successfully complete the adventure
Yes, the encounter is intended as a challenging combat, but "kill all the monsters" is not the goal of the encounter. For most groups, bloodying the dragon is not the best tactic for success.
And I'm saying the Compendium/Monster Vault contain a typo. A pretty obvious one at that if you spend some time on the monster builder, or just compare it to every other dragon in the game including the Elder Red Dragon from the same book (did it just forget how to breathe hotter when bloodied?). According to the July 2010 update to the DMG, a Level 7 (the base level of the dragon) should do 2d6+4 which averages at 11. It's limited use, so it gets +25% to +50% ontop of that, and since dragons are special I'll assume they get the +50% (even though recharge 5+6 is usually given the +25%). This gets us 16.5 average damage. Looking at the dragon, it does 20 average damage which is another 25% above the highest value it should have. And then when bloodied it increases by another 50% (more specifically, 82% higher damage than what it should be capable of doing).
"Mitigated" or not, it's breath is just too powerful for it's level, mathematically speaking. In terms of being scary ... 5 Ogres, a Tiefling, and it's Dragon 'pet' is scary.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection. My Guides
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2 years ago ::
Oct 15, 2011 - 8:29PM
#83
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- Senior Volunteer Community Lead
Date Joined:
Aug 19, 2007
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According to the July 2010 update to the DMG, a Level 7 (the base level of the dragon) should do 2d6+4 which averages at 11. It's limited use, so it gets +25% to +50% ontop of that, and since dragons are special I'll assume they get the +50% (even though recharge 5+6 is usually given the +25%). This gets us 16.5 average damage.
The base damage value for a level 7 _standard_ monster is 15, not 11. A multi-target limited attack should do 100-125% of that damage. On a standard. For an elite or solo, the expected damage is 25-50% greater, sometimes even 100% more for a solo (remember, it represents 5 monsters)...
So, let's see where they put the balance point of other dragons. L3 White Dragon: 19.5 (base 11, so 175%) L4 Black Dragon: 17-27 (base 12, variance due to vulnerability power, 140%-225%) L5 Green Dragon: 19 (base 13, 145%) L6 Blue Dragon: 21.5 (base 14, 155%) L7 Red Dragon: 20-30 (base 15, 133%-200%)
So... not a typo. Every single one of them is higher than the 125% expected maximum for a limited multi-target attack. It's possible to argue the wisdom or its design, of course.
Keith Richmond Living Forgotten Realms Epic Writing Director
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2 years ago ::
Oct 15, 2011 - 11:19PM
#84
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I'm basing my numbers off page 7 of the July 2010 DMG update for Setting Damage on page 184
Damage by Level chart pegs Level 7 at 2d6+4 for a 2+ target attack, that's 11. Solo's gain no bonus to damage by any rule, their bonus comes from +5 to saving throws, 2 APs, 4x the HP, Multiple Turns, Multi-attacks, Non-Standard Attacks, Bloodied Recharges, Encounter Powers, Formerly Increased Defenses (which should be DME'd down, just as we're supposed to DME up their Damage to MM3), and recently Action Denial Removal.
L3 White is actually an expected of 16 due to +25% brute, so 122%. L4 Black is 14, 119% (I count the vulnerability as the Lurker bonus damage, just as Brutes get more HP, Soldiers get higher AC, Artillery have better accuracy and a ranged attack, Skirmishers get move+attack, and Controllers get forced movement and movement denial) L5 Green is 16 so 122% just like white L6 Blue is also 16 so 134% L7 Red is 16.5 so 122%-182%
You are correct that they appear to be adding ~25% to Solo damage, if this is intended for Solo's then they should include that in the DMG Update pdf (It has been edited multiple times since it's first release, so it's not written in stone like the RC seems to be). That still doesn't explain the +10 Bloodied damage. Every Elder Dragon has the same features that every Young Dragon has, and also has an additional ranged attack, except the Red. For completist's sake, all the Monster Vault Dragons gain a benefit while bloodied in addition to the free Breath.
White: Crit on 17-20 (which, yeah, that's scary) Black: Damages adjacent enemies when hit Green: Ongoing damage aura Blue: Raw damage aura Red: Bonus damage with Bite, Young also gets +10 to Breath damage.
Young Red is the only exception to an otherwise very consistant and by-the-books ... book. Maybe it's the Elder that's missing it's +10 damage (+20 most likely, with scaling); I just seriously doubt it given that's practically Surge Value for non-Con classes (I'd buy it if it was +5) and is guaranteed to go off thanks to the Bloodied Breath.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection. My Guides
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2 years ago ::
Oct 15, 2011 - 11:31PM
#85
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- Senior Volunteer Community Lead
Date Joined:
Aug 19, 2007
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You won't find many elites or solos that deal less damage for multi-target attacks. A lot of them just attack two targets at the same damage. And you're better off looking at the base damage and subtracting 25% for multiple targets then adding 25-50% for limited for a final 100-125% rather than going to 75% then upping it by 25-50% of _that_ which will give you a lower result. Good point on the Brute note though  Course its crit range does get a little scary there.
Keith Richmond Living Forgotten Realms Epic Writing Director
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2 years ago ::
Oct 17, 2011 - 12:41AM
#86
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The damage lists published is limited compared to what the designers use in house. Using it as a guideline on existing MM3+ designed monsters is bound to lead to some odd situations.
Anyway, it might be a typo in the book, but in the end we cannot correct mistakes in the books. That is something for the official errata. I ran that encounter a couple of times, including at AL 6 and while challenging, it did not cause a TPK and the one death had more to do with the lack of a defender than the dragon in itself.
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2 years ago ::
Oct 17, 2011 - 8:56AM
#87
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Date Joined:
May 29, 2001
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Yeah... the days when level 3s could count on playing up to level 6 are pretty long gone, I'd say.
Two key pieces of bad luck it looks like in there, on top of it.
Played ELTU 3-6 this past weekend, and though the party was 5,5,7,7,8,8, they still agreed to play EL6 rather than EL8. It was a smart move on their part.
-- Pauper
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2 years ago ::
Oct 19, 2011 - 3:41PM
#88
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Finally played CALI 3-2 this past weekend. Chronologically it was right after I played CALI 3-1, but fortunately we had a better DM. And also 3-2 is a better adventure. Spoiler:
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I was frustrated with the fact that in 3-1 you're sent to get the Cloak but "the princess is in another castle". At least in 3-2 you actually get the Cloak.
I liked the premise of being disguised as slaves. I liked the premise of putting on a play to distract the guards and guests. That was fun, even though the other players at the table turned it into an endless series of dice rolls rather than more free-form role-playing.
We had a moment of humor when Prama attacked alongside his hellhounds.
Players: "Hellhounds! Oh no! Use the resist (fire) potions we picked up." DM: "Er, wait. At AL 2 they are, in fact -- grey wolves." Players: "Whew! ... Hey, can we un-quaff those potions now?"
My big disappointment was that no-one walked under the chandelier my PC had prepared to drop on them. Ah well. I blame the DM. Heh.
I liked being given a choice of which route to take out of the palace. We chose the front gates with the dragon-tamer.
Now, I liked that encounter's premise: open the gates and get out. Unfortunately the way the encounter is set up, it's too easy for the gate guards to just flip the levers after the PCs have done so. Thus the real way to get out is to kill everyone. *shrug*
I looked at the adventure. The other path, the beholders + vermin. Eek. I am very glad we didn't go that way. That is one narrow, narrow corridor where it is going to be impossible to avoid the swarms (who can move through PCs) and very difficult to avoid being in the beholder's range.
Anyway, after escaping the palace, I don't understand the point of the adventure's end. You meet your contact, who turns out to be a fake, but then you rescue your real contact, who takes you to a safehouse, but it's been trashed, so you do a puzzle and go to a different safehouse.
If we treat this like an algebra equation and cancel out the negatives, there's nothing left. Fake contact cancels out real contact. Ruined safehouse cancels out intact safehouse.
Why? Just seemed like padding to me.
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2 years ago ::
Oct 20, 2011 - 8:56AM
#89
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Date Joined:
Aug 10, 2007
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Thanks for leaving the feedback - very constructive and valuable, pointing out specific likes and dislikes!
To answer your "Why?," as you noted, this mod has a lot of RP opportunity, and in many LFR adventures (especially at conventions), the RP gets cut short to make sure there is time for the combats. The different approach (attempt) here was to provide an RP opportunity at the end of the adventure, so the DM can easily pace it - zip through quickly if out of time, or RP to the extent that the table is interested.
Dan Anderson @EpicUthrac Living Forgotten Realms Calimshan Writing Director Living Forgotten Realms Epic Writing Director
Meet me at TotalConfusion: http://www.totalcon.com/RolePlaying.html
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2 years ago ::
Oct 20, 2011 - 6:58PM
#90
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The different approach (attempt) here was to provide an RP opportunity at the end of the adventure, so the DM can easily pace it - zip through quickly if out of time, or RP to the extent that the table is interested.
I don't object to role-playing at the beginning, middle, or end of an adventure.
(Although I do think that anything that occurs after the "obviously last combat" is going to be ignored by most players who are anxious for their treasure and story awards.)
What I objected to in CALI 3-2 is that Spoiler:
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it seemed like the role-playing was just a bunch of running around getting nowhere. The concept that the PCs' tiefling contact was captured and their safehouse compromised is pretty cool... but then it was too easy to get out of those situations by (relatively) effortlessly rescuing the tiefling contact and (relatively) effortlessly finding another safehouse.
What I'm trying to say is: if you go to the trouble to introduce a complication that makes Plan X not work, then the players' solution shouldn't be "we try Plan X again" and the DM says "OK, this time it works". That's not very interesting.
It is fast, though, and maybe at the end of the adventure there is only time for fast solutions as opposed to interesting ones.
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