frankthedm
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Felnar said:i wonder how it would work on a hex-grid
A fair degree less silly at least
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Felnar said:i wonder how it would work on a hex-grid
what corner of the ogres hex's has a straight line to all of b's corners?frankthedm said:A fair degree less silly at least
KarinsDad said:Besides, for real cheese, try the following to your DM when fighting a large (or larger) creature with reach:
1) Situation: you need to heal a fallen comrade, but both he and you are in reach of the creature.
2) Start moving away. Most DMs who do not know this trick will have the creature take an Attack of Opportunity against you.
3) Change direction and move back to the fallen comrade.
4) Heal him. Most creatures are not capable of Combat Reflexes or Grapples or Trips (and even if capable of grapples or trips, the first gut reaction of most DMs is to do damage), hence, the character might take damage, but he has a good chance of auto-succeeding on his cure spell (against most creatures and most DMs).
maggot said:How is that cheesy? Conceptually you are waiting for the opponent to overextend so you can get to the ally and heal him. Rules-wise, you would be much better off rolling the almost certain concentration check to cast on the defensive. If you are such a low level that the concentration check is a problem, taking a hit from a creature with reach could also be a problem.
And of course there is the chance of combat reflexes, improved grab, improved trip, or just a plain old critical with a large great axe, and these things will ruin your day.
I see this as no more cheesy than the spellcaster delaying while others charge in or run away from the reach opponent to use up the AoO. I've seen that done may times, and never thought it cheesy. I've also seen it fail when a Stone Giant with Combat Reflexes rules the party.
KarinsDad said:It is a decision based totally on game mechanics, not based at all on common sense. That's total cheese.
A decision based on common sense is to cast defensively.
Hypersmurf said:But since the mechanics define how the game world works, common sense in the game world requires following the most sensible path as determined by the mechanics.
Common sense therefore, for a D&D character, dictates provoking the first AoO, rather than casting defensively. Common sense only favours casting defensively if the mechanics of the game world support that.
It's like a barbarian standing on the edge of a cliff, faced with a high DC Will-save-or-die effect next round.
He has a 5% chance of making the save - a natural 20.
Now, real world common sense says that 5% is better odds of survival than stepping off a cliff. But the barbarian can take the falling damage in his sleep. In the D&D world, common sense tells him to step off the cliff, because the mechanics grant him a better chance of survival.
That's not cheese; it's observing the natural laws of one's universe, and acting accordingly.
-Hyp.
Markn said:I agree to a point. Although D&D is a magical game, certain elements such as physics, how combat works and so forth simulate our universe so when comparing them to what you would do normally, it is cheese.
Markn said:I agree to a point. Although D&D is a magical game, certain elements such as physics, how combat works and so forth simulate our universe so when comparing them to what you would do normally, it is cheese.