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Rune Knight Cloud Rune Shenanigans
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<blockquote data-quote="ECMO3" data-source="post: 8959326" data-attributes="member: 7030563"><p>Throwing a net with advantage at an enemy flying 30 feet up is generally going to be more effective than making 2 attacks throwing javelins without advantage, or 2 attacks throwing something else with disadvantage.</p><p></p><p>Also you don't get to use extra attack throwing javelins unless one is already in your hand at the start of the turn, or you have the thrown weapon fighter feat because you can only draw one of them a turn for free.</p><p></p><p></p><p></p><p>It happens but not every fight and when it does happen it is often not ideal to use it.</p><p></p><p>As an example on Monday I played a 4-hour session, in that session here were the fights:</p><p></p><p>1. The first fight we fought a 6 Sahagins (sp?) and 2 sharks and yes there were multiple within 30 feet but the enemies that landed hits for more than 5 damage were fighting somone else else on the other side of the ship and not within 30 feet. And this is the problem - there were some opportunities for using it but they were only for like for 5 damage or so as such they saved it</p><p></p><p>2. Second fight was a single giant octopus</p><p></p><p>3. Third fight was a single homebrew undead of some sort,</p><p></p><p>4. Fourth fight was a single Sahagin boss</p><p></p><p>SHORT REST - Did not use Cloud Rune at all</p><p></p><p>5. Fifth fight was with a swarm of quippers, which is 1 creature</p><p></p><p>4. Fourth fight of the day was 3 merrow. The cloud rune was used to keep one of the characters from dying. It was not a very big hit, but it was used.</p><p></p><p>Several Long Rests later, next series of fights:</p><p></p><p>1. First fight was a Single Nothic</p><p></p><p>2. Second fight was a mind flayer and 2 thralls. These started from more than 30 feet away from the fighter. The fighter got incapacitated for the first turn and could not move closer. The mind flayer moved out to the fighter but the Thralls stayed more than 30 feet away and engaged the incapacitated Barbarian instead. So there was not an opportunity.</p><p></p><p></p><p>That was all the fights in the 4-hour session. In that there were 2 fights where it was useful in its as intended role, but only one of them was very effective.</p><p></p><p></p><p></p><p>There is no Rogue in the party, although the idea to use Steel Wind Strike would do comparable damage (note they are not high enough level for that yet).</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8959326, member: 7030563"] Throwing a net with advantage at an enemy flying 30 feet up is generally going to be more effective than making 2 attacks throwing javelins without advantage, or 2 attacks throwing something else with disadvantage. Also you don't get to use extra attack throwing javelins unless one is already in your hand at the start of the turn, or you have the thrown weapon fighter feat because you can only draw one of them a turn for free. It happens but not every fight and when it does happen it is often not ideal to use it. As an example on Monday I played a 4-hour session, in that session here were the fights: 1. The first fight we fought a 6 Sahagins (sp?) and 2 sharks and yes there were multiple within 30 feet but the enemies that landed hits for more than 5 damage were fighting somone else else on the other side of the ship and not within 30 feet. And this is the problem - there were some opportunities for using it but they were only for like for 5 damage or so as such they saved it 2. Second fight was a single giant octopus 3. Third fight was a single homebrew undead of some sort, 4. Fourth fight was a single Sahagin boss SHORT REST - Did not use Cloud Rune at all 5. Fifth fight was with a swarm of quippers, which is 1 creature 4. Fourth fight of the day was 3 merrow. The cloud rune was used to keep one of the characters from dying. It was not a very big hit, but it was used. Several Long Rests later, next series of fights: 1. First fight was a Single Nothic 2. Second fight was a mind flayer and 2 thralls. These started from more than 30 feet away from the fighter. The fighter got incapacitated for the first turn and could not move closer. The mind flayer moved out to the fighter but the Thralls stayed more than 30 feet away and engaged the incapacitated Barbarian instead. So there was not an opportunity. That was all the fights in the 4-hour session. In that there were 2 fights where it was useful in its as intended role, but only one of them was very effective. There is no Rogue in the party, although the idea to use Steel Wind Strike would do comparable damage (note they are not high enough level for that yet). [/QUOTE]
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