Pen & Paper - Spielsysteme > D&D5E

Moon Druid mit Aggressionsproblem

<< < (10/15) > >>

Teylen:

--- Zitat von: ElfenLied am 30.05.2016 | 03:27 ---Dann aber ohne Rage  ;)
Haut man dann noch zweimal auf den Druiden, dann steht nur noch ein Elementar da.
--- Ende Zitat ---
Einer mit Rage einer ohne?
Nun und für das zweite hat der Druide den Warcaster Feat ^_^

Nebula:

--- Zitat von: Jeordam am 30.05.2016 | 18:05 ---~40 Schaden pro Runde sind das, wovon man bei Level-12-Strikern als entspanntem Standard ausgehen muss. Der Skorpion schafft die nur unter den glücklichsten Umständen und frisst dabei Schaden ohne Ende. Das ist der relevante Punkt.

--- Ende Zitat ---

ja aber der Scorpion ist ja nicht der Main DPS sondern Tank, Grappler und Medium DPS

Ich würde mal sagen, daß der Scorpion mit +9 treffen und ein Fighter mit +4 Treffen (mit GWM) von mir aus dann auch +5 für Adv

Dann haut Fighter 3x rein mit Zweihänder 2w6+15 also 3x22=66
Der Scorp mit 2 Claws (die Grapple abusen weil die meisten Monster wenig Athletics haben  und dann einfach Gegrappelt sind)


--- Zitat ---Claw.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

Sting.Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
--- Ende Zitat ---

somit 6+2 rage=8 Schaden mit den Klauen also 16
Stachel 7+2 rage + Gift 11 (weil Save geschafft)= 20

also 36 Schaden vs 66 dafür hat der Scorp 104 HPs for free und noch die Hps des Druiden falls man rausgeklopt wird.

Teylen:
Grapple abusen?
Erstmal macht Grapple doch nicht mehr als den Gegner festzuhalten?

Nebula:
ja aber manche sind so dumm und wollen sich aus dem Grapple befreien und das kostet ne ganze Aktion.

Oder man haut auf den Scorpion (der das ja genau will, weil er tank ist)

abuse ist vielleicht der falsche Begriff, aber man kann viel zu leicht andere grappeln, vor allem wenn man auf den Wurf Advantage hat (dank Rage)

(Klicke zum Anzeigen/Verstecken)1. Why grappling?
Ever wanted to armlock an ogre? Drag that cowardly, bow-sniping Ranger over a cliff? Hold down two orcs while kicking the third? Grappling can help you do all this and more.

Why grapple? Easy; Grappling is mechanically unfair. To start, most enemies in D&D derive their strengths from unrestricted movement, free reign to cast spells, ability to target certain PCs in the party, high ACs, etc. All this is totally shut down by a good grappler. Although it looks like an innocuous condition, being "Grappled" (and/or Prone/Restrained on top of that) is a serious hindrance for most enemies. If you can impose these conditions at will, you will dominate the battlefield.

When thinking about mechanics, I like to think about their axis of interaction. Attack rolls are opposed by AC. Spells are opposed by saving throws. High damage is opposed by high HP. Looking over the Monster Manual, most enemies are generally well prepared to fight attack rolls/spells/damage, by virtue of high AC, high saves, and/or high HP. Not every monster has those traits (bless your soul, little goblin), but over the course of your travels, you will often encounter monsters that directly counter these angles of interaction.

Then there's grappling. Grappling is a skill contest (not an attack roll!) based on the Athletics skill. Most monsters, even those with high strength scores, have the Athletics/Acrobatics checks of a 1st level commoner. Sure, you will fight monsters that can't get grappled (Ghosts...why did it have to be ghosts...), but the vast majority of monsters will be crying uncle against a good grappler. That lets you dictate how the enemy moves, who they attack, how they take hits, etc. That is a degree of battlefield control most classes can't boast.

Overall, here are the pros and cons of grappling in 5.0.

Grappling Strengths

    Very hard to interact with. Most monsters are about as good at Athletics/Acrobatics as a first level character.
    Negates mobility. It's amazing how many opponents rely on movement and how many can't do anything once that speed hits 0.
    Makes monsters easier for your party to hit. Grapple them, knock them prone, don't let them stand up, don't let the run around: it's "I hold, you punch" at its finest.
    Cripples offensive capabilities. Grappled monsters already don't get free reign to choose targets or use their weapons. Now give them disadvantage on top of that, or even take their weapons away.
    Combo potential; Grapple a spellcaster in a zone of Silence and no one will hear him tap. Hold two guys in place while your Wizard rains Fireball on their heads. Plant the badguy on the ground as your rogue stabs away. Jump out of a window while holding your targets. The possibilities are endless!


Grappling Weaknesses

    Weak against large numbers of opponents. As in real life (for those martial artists in the audience), grappling is not particularly effective against multiple attackers. You can only meaningfully engage with as many attackers as you have hands, which is often just going to be two.
    Relatively low damage. Most grappling builds don't deal too much damage on their own, and will have to rely on either allies for massive damage output.
    Low mobility. You will often find yourself in situations where you can't dart around the battlefield without releasing your grappled targets back into the fight. This can be a problem in chaotic battles.
    When you get shut down, you get shut down HARD. Come up against a monster that's immune to shove and grapple? Have fun poking him for the rest of the encounter. Run into that one spellcaster who pre-cast Freedom of Movement? Better hope someone has Dispel Magic. Dragon won't land from the sky? Grow wings or throw insults at him.
    Not for the faint of heart: Don't all guides have some ridiculous weakness like this? Seriously though; if you don't want to get in the face of something two size categories larger than you, a frenzied enemy with a greatsword, or a wizard casting damage-maximized evocation spells, this isn't the class for you.

http://www.enworld.org/forum/showthread.php?468737-The-Grappler-s-Manual-%282-0%29-Grappling-in-5th-Edition

Jeordam:
Der Skorpion ist kein Tank, er generiert nämlich keine Aggro und seine Lockdownfähigkeiten sind auch eher bescheidenst. Er ist ebenfalls kein Grappler, seine erbärmlichen +2 stinken kein bisschen gegen die (ungefähr) +14 ab, die ein Grappler auf dem Level hat. Noch hat er Grapplerfeats. Da scheitert es an der hohen Stärke vieler Monster, bzw. an ihrer Größe (alles ab large ist so ein medium Grappler egal).

Schaden des Skorpions liegt bei 8+8+9=25 physisch und 0/11/22 poison (find übrigens mal irgendein Monster, das nicht minimal 50% Chance hat den Save zu schaffen. CR 1/4 explizit eingeschlossen). Hatte ich ja erwähnt, die ~40 Schaden pro Runde, die da alles und jedes ohne Anstrengung raushaut.

Die 104 HP sind nichts wert. Nicht mit effektiven AC 10. Du kannst quasi jeden beliebigen Eintrag aus dem MM nehmen und triffst mit 99%. Für den AC 18-20 Normalo wären besagte 104 HP das doppelte bis dreifache Wert.
Gegen passende CRs sind die 104 HPs (übrigens zwei Anwendungen des Classfeatures inklusive der Action zum Switchen) ziemich genau zwei Runden.

Navigation

[0] Themen-Index

[#] Nächste Seite

[*] Vorherige Sete

Zur normalen Ansicht wechseln