The Diehard Bard
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Say you have a Level 10 Hazard with a +26 to attack. 3 actions per round, no multiple attack penalty. It can target the entire room, and it has 6 attacks of opportunity.
A fairly decent AC at level 10 is 28 [95%chance to hit, 45% chance to crit] (10 from level, 2 from trained, 5 from a +1 breastplate) and an optimal one is 31 (10 from level, 4 from expert, 7 from +1 full plate).
Why does it feel so overtuned? Am I missing some mitigating factors, or is the intention for it to be that dangerous? And if it is, why?
| Captain Morgan |
Say you have a Level 10 Hazard with a +26 to attack. 3 actions per round, no multiple attack penalty. It can target the entire room, and it has 6 attacks of opportunity.
A fairly decent AC at level 10 is 28 [95%chance to hit, 45% chance to crit] (10 from level, 2 from trained, 5 from a +1 breastplate) and an optimal one is 31 (10 from level, 4 from expert, 7 from +1 full plate).Why does it feel so overtuned? Am I missing some mitigating factors, or is the intention for it to be that dangerous? And if it is, why?
Are you looking at a specific hazard or do just the guidelines? Because it looks to me like you Are confusing simple hazard stats with complex hazard stats. Also, even complex hazards don't get 3 attacks a round. They get however many attacks are built into their routine.
| Phntm888 |
How easily noticed and circumvented is the Hazard?
Generally, a high damage Hazard like that will be fairly easy for the PCs to notice and either disable or avoid. For instance, you mention that each part has low HP and hardness. Is the expectation that the PCs will be able to, if they notice the Hazard, approach each part without triggering it and destroy it?
| NielsenE |
In this particular case its a hazard that plays like a creature, and attempting to 'fight it' is rather difficult. The checks to disable the branches are on the pretty easy side, at least they were for my group. But they took a long time to stop treating it like a creature.... Which is might be my fault as the GM. Both their hazard detector types missed it on their rolls though....
Deadmanwalking
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The Hazard in question is limited to successfully attacking a specific creature no more than once per turn. That's a pretty big limitation on its attacks. Its attacks also do mediocre to bad damage for a Hazard of its level (they default to an average of 21 plus a grab, or potentially 36 on those already grabbed, but half of that latter number is resistible with a DC 31 Save, though failing that Save does also result in Doomed 1).
Additionally, if you have the right item (found in an adjacent room) you can deactivate it with a single two action activity with no roll needed. And finally, even if you lack said item, it's not easy to spot (DC 32 is average), but it is easy to shut down (DC 29 Thievery to deactivate, DC 25 and you can use either Athletics or Thievery to do shutdowns of specific limbs).
Dropping an on-level area effect on it also wrecks it, since for purposes of such things, it's effectively 6 creatures with 30 HP and a +14 Reflex Save.
In short, it's pretty scary offensively, and likely to damage the whole party, but has some rather glaring defensive weaknesses and is super unlikely to actually take anyone out before it's defeated (since it's attacks are definitionally spread out).