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Tales of terrible tactics
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<blockquote data-quote="Vegepygmy" data-source="post: 5661816" data-attributes="member: 40109"><p>Okay! Last night's 3.5 game:</p><p> </p><p><span style="color: deepskyblue"><strong>SPOILER ALERT:</strong> I'm running "Wingclipper's Revenge" from Dungeon #132</span></p><p> </p><p>The party (average level 5) is about to attack a small force of hobgoblins guarding the entrance to a ruined keep. The terrain is difficult (2-foot-deep water) except for huge stone blocks that have fallen from the keep's walls, which I tell them require a move action to climb up on. The players decide, based on past encounters with these kinds of hobgoblins, that they have the advantage at ranged combat, so that's what they'll do.</p><p> </p><p>The encounter starts and they immediately discover that the leader of this particular band of hobgoblins is a much, much better archer than they've met before. Nevertheless, they stick to their plan and take cover behind a stone block, intending (I assume) to make ranged attacks from there.</p><p> </p><p>Despite the decision to focus on ranged attacks, the druid buffs the fighter with a <em>bull's strength</em> and never casts the <em>produce flame</em> he has prepared. Hmmm, okay... The wizard (the only spellcaster with almost 100% of his daily spells still available) starts firing his crossbow, and doesn't change tactics, despite an abundance of wands and scrolls, even after the situation <em>really</em> changes (more on that in a moment).</p><p> </p><p>The rogue fails to spot a gray ooze in the water, and gets hit hard. His shiny mithral shirt is destroyed, dropping his normally astronomical AC down to mortal levels. This causes him to feel extremely vulnerable, and he spends the rest of the encounter essentially running away.</p><p> </p><p>The party now knows there's a gray ooze in the water with them (that will only attack things in the water), and they are pathologically fearful that it will destroy their weapons and armor, but they (1) don't climb up onto the stone blocks--because that would expose them to the hobgoblin leader's arrows--and (2) decide the best course of action is to run away (at half-speed because of the difficult terrain), even though they know that the leader's dire toad mount makes him extremely mobile and he can continue to full attack them <em>every single round</em> at range.</p><p> </p><p>No one wants to deal with the ooze trying to eat them, because they're all afraid it will destroy their weapons and armor. The wizard casts one (very effective) <em>magic missile</em> spell at the ooze...then goes back to using his crossbow, even though he has a wand of <em>magic missile</em>. And the druid refuses to send his animal companion (which wouldn't have to worry about its weapons and armor being dissolved) against the ooze, because he's afraid it will get hurt, leaving the rest of the party in a panic.</p><p> </p><p>Finally, the party realizes they can't run away (about the time their fighter gets dropped with an arrow in his back), so they make their stand, fully expecting a TPK. The druid's animal companion quickly tears the ooze to shreds, they kill off the non-leader hobgoblins in remarkably short time, and now that they aren't running about in all directions at once but are instead focusing their efforts on the leader and his mount, the battle is all but won.</p><p> </p><p>We had to stop before they could actually finish the leader off, but it's in the bag. <em>Finally.</em></p></blockquote><p></p>
[QUOTE="Vegepygmy, post: 5661816, member: 40109"] Okay! Last night's 3.5 game: [COLOR=deepskyblue][B]SPOILER ALERT:[/B] I'm running "Wingclipper's Revenge" from Dungeon #132[/COLOR] The party (average level 5) is about to attack a small force of hobgoblins guarding the entrance to a ruined keep. The terrain is difficult (2-foot-deep water) except for huge stone blocks that have fallen from the keep's walls, which I tell them require a move action to climb up on. The players decide, based on past encounters with these kinds of hobgoblins, that they have the advantage at ranged combat, so that's what they'll do. The encounter starts and they immediately discover that the leader of this particular band of hobgoblins is a much, much better archer than they've met before. Nevertheless, they stick to their plan and take cover behind a stone block, intending (I assume) to make ranged attacks from there. Despite the decision to focus on ranged attacks, the druid buffs the fighter with a [I]bull's strength[/I] and never casts the [I]produce flame[/I] he has prepared. Hmmm, okay... The wizard (the only spellcaster with almost 100% of his daily spells still available) starts firing his crossbow, and doesn't change tactics, despite an abundance of wands and scrolls, even after the situation [I]really[/I] changes (more on that in a moment). The rogue fails to spot a gray ooze in the water, and gets hit hard. His shiny mithral shirt is destroyed, dropping his normally astronomical AC down to mortal levels. This causes him to feel extremely vulnerable, and he spends the rest of the encounter essentially running away. The party now knows there's a gray ooze in the water with them (that will only attack things in the water), and they are pathologically fearful that it will destroy their weapons and armor, but they (1) don't climb up onto the stone blocks--because that would expose them to the hobgoblin leader's arrows--and (2) decide the best course of action is to run away (at half-speed because of the difficult terrain), even though they know that the leader's dire toad mount makes him extremely mobile and he can continue to full attack them [I]every single round[/I] at range. No one wants to deal with the ooze trying to eat them, because they're all afraid it will destroy their weapons and armor. The wizard casts one (very effective) [I]magic missile[/I] spell at the ooze...then goes back to using his crossbow, even though he has a wand of [I]magic missile[/I]. And the druid refuses to send his animal companion (which wouldn't have to worry about its weapons and armor being dissolved) against the ooze, because he's afraid it will get hurt, leaving the rest of the party in a panic. Finally, the party realizes they can't run away (about the time their fighter gets dropped with an arrow in his back), so they make their stand, fully expecting a TPK. The druid's animal companion quickly tears the ooze to shreds, they kill off the non-leader hobgoblins in remarkably short time, and now that they aren't running about in all directions at once but are instead focusing their efforts on the leader and his mount, the battle is all but won. We had to stop before they could actually finish the leader off, but it's in the bag. [I]Finally.[/I] [/QUOTE]
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