I was over on
this thread. Which seems like a nice thought experiment. I've got no major opinion one way or the other outside of DCC Warriors hitting Hero status at some indeterminate point between 3rd and 5th level with variance based primarily on their ability scores.
So I was wondering what a TATG 3rd Level Reaver might do against 10 men-at-arms. For the record, here's the men-at-arms stats from that thread.
14 AC, 4 HP, 1d20+1 attack for 16 damage, Saves of +1, +0 initiative
I feel compelled not to divulge too much of the Reaver's stats. But mechanically a 3rd Level Reaver would look like this...
13 AC, 23 HP, 1d20 + 4 to attack with a Handaxe (1d6 + 1 damage), Crits on a 19-20. With his two upgrades spent on Minionizer and Aura of Badass. Yes, those are class abilities. We'll make him Chaotic just because we can.
Combat setup: The Reaver doesn't start out engaged with the men-at-arms. So they all have to close. The men-at-arms roll a 13 for Initiative and the Reaver rolls a 3. Basically, he smiles and waves for them to come and get it. Note the Reaver also sent the party on ahead saying he'd be happy to take care of this little problem.
Round 1a: The men-at-arms close, surrounding the Reaver. There's 8 of them surrounding him and 2 readying crossbows in case they get a clear shot. Three men-at-arms hit. One for a crit. The Reaver burns a Luck point and his shield goes flying across the room. He rolls a Luck check. Ugh. Likely that shield is gone. Okay, Reaver's AC is now 12. Which means another shot actually got through. So three hits, no crits. The three hits did 15 points of damage. Ouch. Reaver is down to 8 HP.
Round 1b: Not a bad showing from the tin soldiers. Now it's the Reaver's turn. First off, the Reaver isn't going anywhere and he knows it. So he's going to burn a special something to get back one HD of hit points. Sweet. He got max. Which puts him back up to 20 HP. What did he do? You'll have to find out. Next, the Reaver is going to use his Aura of Badass. That puts 2 of these chumps at a -1 die shift for everything. He's got six others encircling him though. Did we say he was Chaotic? Good. The Reaver rolls seriously craptastic on his Minionizer and has to burn a Luck point to even get one hit in. So one man-at-arms down. This doesn't look so good for the Reaver.
Round 2 Setup: This time the Reaver gets Initiative. Ironically, the two freaked out men-at-arms got the highest Initiative though.
Round 2a: Both freaked out men-at-arms score a hit. Only 4 points of damage though. The Reaver is down to 16 HP.
Round 2b: It's the Reaver's turn again. He's rolling like crap tonight and only hit once. But the Judge did this other thing that is related to the thing he did to heal up and (ugh) he winds up missing. But gets a Luck point on that. Which he promptly spends to hit another man-at-arms. Only 6 remain on his grill, with two hanging back ready to engage.
Round 2c: The rest of the men-at-arms get ready to go. Three hit and one fumbles. Amazing damage rolls do 17 HP total. The Reaver is down to -1 HP. The man-at-arms that fumbles drops his weapon. If the Reaver had made it another round, that man-at-arms would be dead. Mark my words.
Round 3: The Reaver is ineffectual for this round and is easily detained by the men-at-arms. Had he rolled above, say, an 11 on any d20, the Reaver would've had a better time of it. He's not dead though. Why you might ask? That's something else locked away in the crypt for y'all.
The Reaver is
made for these sorts of fights though. It appeared to be a numbers mismatch, however. And the men-at-arms were consistently rolling much higher. Tough luck, Reaver. Maybe next time.
That's kind of how it goes, though. Another player might've had the Reaver take another tactic against the men-at-arms. He's got more than one trick up his sleeve. But if he would've come out of the gate with some better rolls, the men-at-arms would've been hard pressed to keep up the attrition.
But now it's time for the party to mount a rescue mission. The Scoundrel is going to
love rubbing this one in.