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A DM's request--Let's Everyone Lay Out Their Go-To's

1611327710

Edited 1611328194
Koop
Pro
Hey folks! I hope you all enjoyed the conclusion to the Doomvault story arc (Episode 6). We've got some more interesting, and hopefully engaging, stuff coming up in what I label internally as Episode 7--some familiar faces, some new ones, and more than a few surprises! As everyone is leveling up to Level 10, Steve C. helpfully offered to me a heads-up on some of Thornduk's new abilities. I appreciated that so much that I thought to request that everyone do the same. As we've said since Session Zero, no one has all of the rules memorized, much less how they interact--and least of all me! With the additions during our game of XGE and TCE, that's even more true. And of course, as the PCs advance in levels, their respective range of options and abilities grow geometrically. So I'd ask that as you all level up to Level 10, everyone post here their view on their PC's most likely attacks, spells, abilities, and the like (with the understanding that it's just a list of "favorites," not an exhaustive inventory). Not only does sharing your understanding of your PC's go-to abilities, actions, and spells assist me as DM to ensure I have things adequately prepared on the Roll20 front with tokens, spell effects, and the like; but it avoids slowing things down during sessions as we fumble around to read rules and understand their effects. FWIW: I don't build encounters specifically to exploit PCs' weaknesses, and I've already mapped the first several encounters for Episode 7. As you've seen--recently!--sometimes that means the bad guys just get creamed. That's fine! This is a collaborative narrative. My request is geared toward ensuring that I keep things running efficiently, not to "expose" strategy. To the contrary--sharing "go-tos" and "favorites" here may assist the group in forming updated team tactics. So I'll invite y'all to begin the thread here, and y'all should feel free to offer comments and suggestions to each other. Thanks!
By default, my tactics have been to approach in Melee and use the thunder gauntlets.  However, lately, I have also been serving in a support role, boosting Sedriss, and I've used Lesser Restoration more than once, so my tactics can become flexible. Combined with access to Lightning Bolt, I have an effective Line spell attack. I also have flexibility to change out spells every day, so as our enemies grow in power, it may prove more effective for me to support, rather than just punching. Flexibility is really at the heart of an Artificer :)
My go-to has always been summoning although she has figured out that damage over time spells like moonbeam and call lightning cast at a higher level can also be effective where summoning wouldn't be..  Since both of those strategies require concentration, she can usually heal or cast damage spells like blight or frostbite while she has a concentration spell going.  she is eager to work with her new elemental summoning spell but her dinos are still a go-to favorite. At 10th level she got another 5th level spell slot, another cantrip and now when her summoned creatures are in her totem aura, they heal.  
Vellios is complex, hide; shoot; hide again. If anything, I will be trying to use magical ambush moving forward and maybe shadow blade because it can be thrown and be made to reappear as a bonus action. Other than that I need to look over my spells and make sure I didn't add anything or miss anything because I feel like the charactermancer may have given me too many options. (Maybe not but I want to make sure Vellios is on the "up and up".)
All of sedriss's attacks are based around maximizing damage per hit. so his go to attack is to simply hit with the axe, and then pile on some superiority dice for added damage. the great weapon master feat works very well for enemies with average or lower ACs so 18 or lower. other than that it is all about being a buffer for the skwishies. 
Hey everyone! As you know, Tari is a big back lines spell caster because she is officially the squishiest. I've been trying to use big area attacks (like hunger of hadar and recently synaptic static) early so that they don't affect our front line people because Tari can't carve anyone out. Then, to conserve spell slots, I usually do an eldritch blast (or 5 lol), but with this new level up she got a new cantrip called mind sliver, which with failed save has the target take psychic damage and subtracts a 1d4 from their next saving throw they make before my next turn, which could be helpful when used with our really powerful saving throw spells!