Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Monsters struggling to hit players? Common?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Argyle King" data-source="post: 7575077" data-attributes="member: 58416"><p>Quick side question: Any suggestions for how to stop quoting Mort? I don't understand what is going on. Every time I try to reply to this thread, that same post is automatically included in my response. </p><p></p><p></p><p>In regards to the speed 0 idea: Something similar is currently part of what the party does. My character is a Battlemaster Fighter; one of the paladins is a Paladin of Conquest. (In the campaign world we're in, conquest isn't necessarily strictly evil... fluffwise, he's more like a paladin of the crown in service to a militaristic empire.) I'm away from books, but the general tactic we're considering, once it becomes available, is for me to use tripping attack after he activates an aura which causes a frightened opponent to have a speed of 0. </p><p></p><p>Getting back to high AC convo: Sometimes enemy spells and things which trigger saves pokes holes in defense, but that's been mostly mitigated as well. The two paladins have a good balance of physical (ST) and mental (CHA) stats on top of giving bonuses to saves based upon charisma. The heavier armored of the two (using sword and shield) also picked up a feat which means he takes no damage after making a dex save -even if an attack normally stills does half.</p><p></p><p>Thus far, our two toughest fights were one which included some type of Beholder (and the DM giving it alternate eye rays) which still did a lot of damage even when a save was made, and one which included a pack of Gnolls and the DM having miraculous rolling for the majority of the fight. Though, it should be noted that the more heavily armored PCs were unavailable during the latter; it was somewhat surprising how drastic the difference in fight outcome was without a particular class being available to the party.</p><p></p><p>On the +1 for flanking idea: It's a pretty rough idea at the moment. When I've run games in the past, I'm lenient during the first few sessions and while people are still learning, but, eventually, my general rule is that it's too late to go back and add things back in once the next turn has started involving die rolls. I'll give a little more leeway to newer players and/or if the situation is one in which character death might result from an outcome, but I also like to operate under at least some minimal expectation of keeping the game moving forward. I'll take another look at the horde rules. </p><p></p><p>Currently, my basic concept is +1 to attacks for flanking, but I'm considering allowing higher bonuses for dogpiling on an opponent. What I had in mind was something like [Flanking bonus = N/2], with N equaling the number of creatures flanking a target and rounding down fractions.</p><p></p><p>So, it would operate something like this...</p><p></p><p>nEn = n & n have a +1 bonus versus E</p><p></p><p>..n..</p><p>nEn</p><p>..n.. = +2</p><p></p><p>nnn</p><p>nEn</p><p>nnn = +4</p><p></p><p>Again, it's just a rough idea. The +1 is the basic concept. I may or may not use the growing scale, but, on some level, it makes sense to me that completely surrounding a target would make it more difficult to defend against attacks. Advantage/Disadvantage is a mechanic which works in most situations, but sometimes the binary nature of it causes what I perceive to be weird interactions in actual play. On the other hand, I can appreciate that it's easy to apply and not fiddly.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 7575077, member: 58416"] Quick side question: Any suggestions for how to stop quoting Mort? I don't understand what is going on. Every time I try to reply to this thread, that same post is automatically included in my response. In regards to the speed 0 idea: Something similar is currently part of what the party does. My character is a Battlemaster Fighter; one of the paladins is a Paladin of Conquest. (In the campaign world we're in, conquest isn't necessarily strictly evil... fluffwise, he's more like a paladin of the crown in service to a militaristic empire.) I'm away from books, but the general tactic we're considering, once it becomes available, is for me to use tripping attack after he activates an aura which causes a frightened opponent to have a speed of 0. Getting back to high AC convo: Sometimes enemy spells and things which trigger saves pokes holes in defense, but that's been mostly mitigated as well. The two paladins have a good balance of physical (ST) and mental (CHA) stats on top of giving bonuses to saves based upon charisma. The heavier armored of the two (using sword and shield) also picked up a feat which means he takes no damage after making a dex save -even if an attack normally stills does half. Thus far, our two toughest fights were one which included some type of Beholder (and the DM giving it alternate eye rays) which still did a lot of damage even when a save was made, and one which included a pack of Gnolls and the DM having miraculous rolling for the majority of the fight. Though, it should be noted that the more heavily armored PCs were unavailable during the latter; it was somewhat surprising how drastic the difference in fight outcome was without a particular class being available to the party. On the +1 for flanking idea: It's a pretty rough idea at the moment. When I've run games in the past, I'm lenient during the first few sessions and while people are still learning, but, eventually, my general rule is that it's too late to go back and add things back in once the next turn has started involving die rolls. I'll give a little more leeway to newer players and/or if the situation is one in which character death might result from an outcome, but I also like to operate under at least some minimal expectation of keeping the game moving forward. I'll take another look at the horde rules. Currently, my basic concept is +1 to attacks for flanking, but I'm considering allowing higher bonuses for dogpiling on an opponent. What I had in mind was something like [Flanking bonus = N/2], with N equaling the number of creatures flanking a target and rounding down fractions. So, it would operate something like this... nEn = n & n have a +1 bonus versus E ..n.. nEn ..n.. = +2 nnn nEn nnn = +4 Again, it's just a rough idea. The +1 is the basic concept. I may or may not use the growing scale, but, on some level, it makes sense to me that completely surrounding a target would make it more difficult to defend against attacks. Advantage/Disadvantage is a mechanic which works in most situations, but sometimes the binary nature of it causes what I perceive to be weird interactions in actual play. On the other hand, I can appreciate that it's easy to apply and not fiddly. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Monsters struggling to hit players? Common?
Top