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I don't get the dislike of healing surges
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<blockquote data-quote="JamesonCourage" data-source="post: 5731060" data-attributes="member: 6668292"><p>That's <em>if</em> he goes down, which he probably won't.</p><p></p><p></p><p>They potentially could, but <em>Grease</em> probably keeps them prone. And, 6 Int means they may not (according the MM, ogre gangs and bands fight as unorganized individuals).</p><p></p><p></p><p>Dude, I mentioned this. <em>The Fighter is 10 feet behind the summoned creature in the corridor.</em> He's out of reach of the ogre.</p><p></p><p></p><p>With proper positioning, only one ogre can reach them. When you open the door, you move back, throwing the summoned creature into the corridor far enough in that an ogre has to move in to attack it. If it does, this means that no other ogres are withing reach of it, and if you're 10 feet or more behind the summon, it can't reach over to hit you.</p><p></p><p></p><p>Yeah, it's like it relates back to tactics and picking your battles (and you don't need to spend a feat to fight from horseback. At all). Like I said, you can always clog the corridor with one <em>Summon Nature's Ally</em> spell and one <em>Grease</em> spell. If you're picking your battles, <em>they'll be favorable</em>. Opening a door and finding 8 ogres is improbable most of the time, but I could potentially see it, and fighting in the hallway makes perfect sense. If they're trying to get to you, I don't feel that it's unbelievable that they'd all run as close as possible to attack (6 Int), grouping them together.</p><p></p><p></p><p>No, that's the tactical skills of an ogre. You know, major morons. Same thing for something like wild animals. Most people that are picking their fights stay far away from dragons without wild preparation or special cheese prepared (<em>Shivering Touch</em>, for example).</p><p></p><p></p><p>Yep. I would expect the GM to play the enemies at their intelligence and skill level. Some GMs will just play all enemies at the same skill level. I should know, I started out that way. Then again, I wasn't really a good GM when I started (in my opinion), and I feel that I've learned a lot. One of those things was role playing creatures, and that includes strategy and tactics. In this line, ogres are Grade A morons. I'd expect them to fight like them.</p><p></p><p></p><p>That's what the <em>designers</em> actually tell you. They say that mechanically, you should die. This leads back to hazy or bad CR placement. You shouldn't necessarily die <em>mechanically</em>. You should die according to the designers and their interpretations of the mechanics they created.</p><p></p><p></p><p>... you said that you couldn't understand how, and people said it depends on how you approach encounters. While I'm not huge into tactical wargaming in 3.X (well, wasn't when I played), I can certainly do it. I'm saying that if players want to, they'll take down encounters by being very careful and only getting into fights that they think they can win, and probably easily at that. You said you didn't think it was possible that players could go through 7 fights without healing. Do you see how it definitely is possible?</p><p></p><p></p><p>Um, wasn't the point you were disagreeing with "it works for some people using certain tactics?" And, if so, doesn't this demonstrate that point, not prove yours (since you disagreed)?</p><p></p><p></p><p>The party with 7 PCs, right?</p><p></p><p></p><p>With 7 PCs? I'd bet on us. Just my two cents, though. As always, play what you like <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5731060, member: 6668292"] That's [I]if[/I] he goes down, which he probably won't. They potentially could, but [I]Grease[/I] probably keeps them prone. And, 6 Int means they may not (according the MM, ogre gangs and bands fight as unorganized individuals). Dude, I mentioned this. [I]The Fighter is 10 feet behind the summoned creature in the corridor.[/I] He's out of reach of the ogre. With proper positioning, only one ogre can reach them. When you open the door, you move back, throwing the summoned creature into the corridor far enough in that an ogre has to move in to attack it. If it does, this means that no other ogres are withing reach of it, and if you're 10 feet or more behind the summon, it can't reach over to hit you. Yeah, it's like it relates back to tactics and picking your battles (and you don't need to spend a feat to fight from horseback. At all). Like I said, you can always clog the corridor with one [I]Summon Nature's Ally[/I] spell and one [I]Grease[/I] spell. If you're picking your battles, [I]they'll be favorable[/I]. Opening a door and finding 8 ogres is improbable most of the time, but I could potentially see it, and fighting in the hallway makes perfect sense. If they're trying to get to you, I don't feel that it's unbelievable that they'd all run as close as possible to attack (6 Int), grouping them together. No, that's the tactical skills of an ogre. You know, major morons. Same thing for something like wild animals. Most people that are picking their fights stay far away from dragons without wild preparation or special cheese prepared ([I]Shivering Touch[/I], for example). Yep. I would expect the GM to play the enemies at their intelligence and skill level. Some GMs will just play all enemies at the same skill level. I should know, I started out that way. Then again, I wasn't really a good GM when I started (in my opinion), and I feel that I've learned a lot. One of those things was role playing creatures, and that includes strategy and tactics. In this line, ogres are Grade A morons. I'd expect them to fight like them. That's what the [I]designers[/I] actually tell you. They say that mechanically, you should die. This leads back to hazy or bad CR placement. You shouldn't necessarily die [I]mechanically[/I]. You should die according to the designers and their interpretations of the mechanics they created. ... you said that you couldn't understand how, and people said it depends on how you approach encounters. While I'm not huge into tactical wargaming in 3.X (well, wasn't when I played), I can certainly do it. I'm saying that if players want to, they'll take down encounters by being very careful and only getting into fights that they think they can win, and probably easily at that. You said you didn't think it was possible that players could go through 7 fights without healing. Do you see how it definitely is possible? Um, wasn't the point you were disagreeing with "it works for some people using certain tactics?" And, if so, doesn't this demonstrate that point, not prove yours (since you disagreed)? The party with 7 PCs, right? With 7 PCs? I'd bet on us. Just my two cents, though. As always, play what you like :) [/QUOTE]
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I don't get the dislike of healing surges
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