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24 - 4e style (closed)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 4621873" data-attributes="member: 834"><p>Velmont has good points but he missed two of the main advantage of fighting from the door panels;</p><p></p><p>1 - You always have cover. The guys down there can't say the same if the team fire from two different angles.</p><p></p><p>2 - You can play 'wack'a'mole'. Alternate between 'move-in-front-of-the-door-then-attack' and 'Attack-then-move-away-from the door'. That means that one round out of two you ain't even an available target, forcing them to spread their attacks. You can coordinate who remains an available target based on available HP.</p><p></p><p>In fact, with deft strike, Garrick can attack every round and never end up in front of the door and always gain sneak attack thanks to his powers;</p><p></p><p>Garrick starts out of sight, 2 square from the door. Makes a stealth check. Use deft strike to pop in front of the door and shoots one guy (possible sneak attack). Uses his move to get out of in front of the door (keeping it to two square to avoid -5 to stealth, The fleeting ghost utility power would be awesome here but it can still work without). Rinse and repeat. If it looks like an opponent is readying an action for garrick, another of your buddy communicates the information and you move to another door.</p><p></p><p>With that kind of tactic, it's a given that people will move up to you before long. Especially the skull; he can fly, after all.</p><p></p><p>PS : Garrick; I gotta say, based on powers, I pegged you as a rogue who would use lots of these 'stealth-pop out of covers for sneak attack' tactics. An artful dodgers halfing with deft strike... I mean, the whole reason to choose deft strike over piercing strike for a CHA rogue IMO is for these kind of stealth-sneak tactics. Hence the last two maps have given plenty of opportunities with their narrow corridors and doors. I was purposefully compensating for the second map who left that style high and dry and the first who was only moderately friendly to it. I wanted to give you a chance to shine since you did few sneak attacks in the first two maps. But... well, I must have read you wrong because you have seized on none of these occasions in the third map and now you are foregoing the panels entirely by jumping down. The result is that you are not doing enough sneak attacks which hurt your performances.</p><p></p><p>---</p><p></p><p>The soldier had a +2 crossbow, by the way. I meant to make it clear that he had a crossbow early in the fight but I'm realizing it slipped my mind to even hint at it. My bad. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /></p><p></p><p>---</p><p></p><p>The ritual chambers is full of useful goodies. <em>This</em> I hinted both in the description and by the helpful yellow marking on the maps. And when I decided to give you the alchemical acid as a reward for a very good thievery check, it was also to give you a taste for more...</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4621873, member: 834"] Velmont has good points but he missed two of the main advantage of fighting from the door panels; 1 - You always have cover. The guys down there can't say the same if the team fire from two different angles. 2 - You can play 'wack'a'mole'. Alternate between 'move-in-front-of-the-door-then-attack' and 'Attack-then-move-away-from the door'. That means that one round out of two you ain't even an available target, forcing them to spread their attacks. You can coordinate who remains an available target based on available HP. In fact, with deft strike, Garrick can attack every round and never end up in front of the door and always gain sneak attack thanks to his powers; Garrick starts out of sight, 2 square from the door. Makes a stealth check. Use deft strike to pop in front of the door and shoots one guy (possible sneak attack). Uses his move to get out of in front of the door (keeping it to two square to avoid -5 to stealth, The fleeting ghost utility power would be awesome here but it can still work without). Rinse and repeat. If it looks like an opponent is readying an action for garrick, another of your buddy communicates the information and you move to another door. With that kind of tactic, it's a given that people will move up to you before long. Especially the skull; he can fly, after all. PS : Garrick; I gotta say, based on powers, I pegged you as a rogue who would use lots of these 'stealth-pop out of covers for sneak attack' tactics. An artful dodgers halfing with deft strike... I mean, the whole reason to choose deft strike over piercing strike for a CHA rogue IMO is for these kind of stealth-sneak tactics. Hence the last two maps have given plenty of opportunities with their narrow corridors and doors. I was purposefully compensating for the second map who left that style high and dry and the first who was only moderately friendly to it. I wanted to give you a chance to shine since you did few sneak attacks in the first two maps. But... well, I must have read you wrong because you have seized on none of these occasions in the third map and now you are foregoing the panels entirely by jumping down. The result is that you are not doing enough sneak attacks which hurt your performances. --- The soldier had a +2 crossbow, by the way. I meant to make it clear that he had a crossbow early in the fight but I'm realizing it slipped my mind to even hint at it. My bad. :o --- The ritual chambers is full of useful goodies. [I]This[/I] I hinted both in the description and by the helpful yellow marking on the maps. And when I decided to give you the alchemical acid as a reward for a very good thievery check, it was also to give you a taste for more... [/QUOTE]
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