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Dragon fighting tactics?
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<blockquote data-quote="azhrei_fje" data-source="post: 2354583" data-attributes="member: 12966"><p>Put the players at the edge of a steep underwater drop off that they can't see because of the murky water. The dragon waits about 90 feet away. When the PCs are near the drop off, he leaps into the air and uses his breath weapon. Take careful note of where the PCs run so that you can determine if they go over the drop off and sink in the water! Let them make a Reflex save to use a move equivalent and get back to the shallows (but they will have used a move action already, so they won't have a standard action that round!). Try to play this coyly -- the DMG says that the DM is within his rights to rule that all actions are taking place simultaneously (see the area around pg 24, IIRC). That means that when one PC steps off the ledge, the others are moving <strong>at the same time</strong> so play it that way. Let the first PC tell you where he wants to move to and have them describe their action, but tell them after they move (!) that they'll need to wait to take their action. They won't understand it, but be firm. After all PCs have stated their move, then tell them what happens. If they complain, read the passage from the DMG where Tordek moves and triggers a trap that catches the rest of the PCs. (They won't like it, but they <u>know</u> that their actions are all taking place within the same 6-second round.)</p><p></p><p>The paladin's Aura of Courage is only while the other characters are within range of the paladin (10 feet, right?). When the other PCs move away, make them roll the save again. This is perfectly reasonable: the RAW say that any time the situation changes in a way that is significant to the saving throw, let the player roll the save again. The rule should apply to adverse conditions as well as beneficial ones.</p><p></p><p>I <strong>like</strong> the idea of <em>charm</em>'ing the rogue! As mentioned by another poster, I would also use <em>shield</em> and <em>mage armor</em>, but I would be inclined to use items for those: <em>wand of shield</em> and/or <em>wand of mage armor</em>, probably with each one holding only a dozen or so charges. And don't forget that those would be treated as part of the dragon's treasure. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> Then give the dragon the <em>ray of enfeeblement</em> spell. Be sure to put at least a single <em>scroll of identify</em> into the hoard -- what dragon with spellcasting ability would <strong>NOT</strong> have that ability?</p><p></p><p>Bravo! Very good! I hadn't thought of trapping the PCs under a tree!</p><p></p><p>If you are using the Draconomicon, I would recommend the <em>Recover Breath</em> feat, since it lets the dragon get a reuse of its breath weapon one round sooner than normal (normally it's 1d4+1 rounds later, with this feat it's just 1d4 rounds). Any players that know that the dragon's breath weapon is supposed to be 1d4+1 will be surprised if the dragon gets a chance to breath on two consecutive rounds!! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Another feat from that book that can be useful is <em>Large and In Charge</em>, since any creature approaching within the threat range of the dragon might find itself pushed back by the AoO that the dragon gets. Give the dragon <em>Combat Reflexes</em> and it'll be tough for the fighter to get in close and use his Strength or the rogue to get close for the sneak attack. (<em>Large and In Charge</em> says that if the dragon's AoO does damage, the opponent gets pushed back into the square it was in right before it provoked the AoO, or something like that. :\)</p></blockquote><p></p>
[QUOTE="azhrei_fje, post: 2354583, member: 12966"] Put the players at the edge of a steep underwater drop off that they can't see because of the murky water. The dragon waits about 90 feet away. When the PCs are near the drop off, he leaps into the air and uses his breath weapon. Take careful note of where the PCs run so that you can determine if they go over the drop off and sink in the water! Let them make a Reflex save to use a move equivalent and get back to the shallows (but they will have used a move action already, so they won't have a standard action that round!). Try to play this coyly -- the DMG says that the DM is within his rights to rule that all actions are taking place simultaneously (see the area around pg 24, IIRC). That means that when one PC steps off the ledge, the others are moving [b]at the same time[/b] so play it that way. Let the first PC tell you where he wants to move to and have them describe their action, but tell them after they move (!) that they'll need to wait to take their action. They won't understand it, but be firm. After all PCs have stated their move, then tell them what happens. If they complain, read the passage from the DMG where Tordek moves and triggers a trap that catches the rest of the PCs. (They won't like it, but they [u]know[/u] that their actions are all taking place within the same 6-second round.) The paladin's Aura of Courage is only while the other characters are within range of the paladin (10 feet, right?). When the other PCs move away, make them roll the save again. This is perfectly reasonable: the RAW say that any time the situation changes in a way that is significant to the saving throw, let the player roll the save again. The rule should apply to adverse conditions as well as beneficial ones. I [b]like[/b] the idea of [i]charm[/i]'ing the rogue! As mentioned by another poster, I would also use [i]shield[/i] and [i]mage armor[/i], but I would be inclined to use items for those: [i]wand of shield[/i] and/or [i]wand of mage armor[/i], probably with each one holding only a dozen or so charges. And don't forget that those would be treated as part of the dragon's treasure. ;) Then give the dragon the [i]ray of enfeeblement[/i] spell. Be sure to put at least a single [i]scroll of identify[/i] into the hoard -- what dragon with spellcasting ability would [b]NOT[/b] have that ability? Bravo! Very good! I hadn't thought of trapping the PCs under a tree! If you are using the Draconomicon, I would recommend the [i]Recover Breath[/i] feat, since it lets the dragon get a reuse of its breath weapon one round sooner than normal (normally it's 1d4+1 rounds later, with this feat it's just 1d4 rounds). Any players that know that the dragon's breath weapon is supposed to be 1d4+1 will be surprised if the dragon gets a chance to breath on two consecutive rounds!! ;) Another feat from that book that can be useful is [i]Large and In Charge[/i], since any creature approaching within the threat range of the dragon might find itself pushed back by the AoO that the dragon gets. Give the dragon [i]Combat Reflexes[/i] and it'll be tough for the fighter to get in close and use his Strength or the rogue to get close for the sneak attack. ([i]Large and In Charge[/i] says that if the dragon's AoO does damage, the opponent gets pushed back into the square it was in right before it provoked the AoO, or something like that. :\) [/QUOTE]
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