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3 characters vs. 30+ goblins?
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<blockquote data-quote="Lord Zardoz" data-source="post: 1202109" data-attributes="member: 704"><p>It really depends on the DM, and how effectively he may use goblins. For the moment, lets assume I was the DM here.</p><p></p><p>If the goblins have ranged weapons, the party is simply meat. Continual half move away from a given player and fire if I really wanted to be a dick about it. But lets assume that melee combat if one sort or another is inevitable.</p><p></p><p>The safest bet against the Barb, if melee is is going to be a given, is to have the goblins form up and ready a 5 foot step action the moment the Barb closes into melee. Once surrounded, I would be very tempted to try to Disarm the Barb. If cleave is a factor, then I would probably stick to trip. Full on flanking and a prone opponent would make the Barb managable with the +6 to hit bonus for melee. For added fun, I would try to make the Barb waste his rage and refuse to offer real combat until the Barb lost the rage.</p><p></p><p>The spell casters are a simpler matter. I would close into melee and Disarm them.</p><p></p><p>When disarming, I would have the next goblin pick up the fallen weapon to prevent the opponent from retreiving it. The real danger in melee is going to be the AC of the Barb and the Cleric. Once an opponent is disarmed, I no longer need to worry about provoking AoO, unless someone has unarmed strike. </p><p></p><p>Assuming some level of Sanity, lets say that the Hobgoblins have some class levels and can dish out a respectible amount of damage. In that situation, I would do as above with one difference. I would also have two of the goblins use Aid another. One to lower the Barbs AC 2 points and the other to kick up the primary attackers to hit. That gives the primary attacker a net +4 bonus to hit against AC 16 for the Barb, and the bonus hits +8 if I can pull off a trip. This improves even more if I wait out the Barbs Rage. Under those circumstances, the Barb will be taking an awful lot of damage.</p><p></p><p>In the end, I must say that the encounter, as described, seems to be skewed as far in favor of the players as it could be considering the numbers. A Barb with a total +9 to hit, Reach weapon, Combat Reflexes, and an implied Cleave is going to be hell incarnate on 1 HD goblinoids.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 1202109, member: 704"] It really depends on the DM, and how effectively he may use goblins. For the moment, lets assume I was the DM here. If the goblins have ranged weapons, the party is simply meat. Continual half move away from a given player and fire if I really wanted to be a dick about it. But lets assume that melee combat if one sort or another is inevitable. The safest bet against the Barb, if melee is is going to be a given, is to have the goblins form up and ready a 5 foot step action the moment the Barb closes into melee. Once surrounded, I would be very tempted to try to Disarm the Barb. If cleave is a factor, then I would probably stick to trip. Full on flanking and a prone opponent would make the Barb managable with the +6 to hit bonus for melee. For added fun, I would try to make the Barb waste his rage and refuse to offer real combat until the Barb lost the rage. The spell casters are a simpler matter. I would close into melee and Disarm them. When disarming, I would have the next goblin pick up the fallen weapon to prevent the opponent from retreiving it. The real danger in melee is going to be the AC of the Barb and the Cleric. Once an opponent is disarmed, I no longer need to worry about provoking AoO, unless someone has unarmed strike. Assuming some level of Sanity, lets say that the Hobgoblins have some class levels and can dish out a respectible amount of damage. In that situation, I would do as above with one difference. I would also have two of the goblins use Aid another. One to lower the Barbs AC 2 points and the other to kick up the primary attackers to hit. That gives the primary attacker a net +4 bonus to hit against AC 16 for the Barb, and the bonus hits +8 if I can pull off a trip. This improves even more if I wait out the Barbs Rage. Under those circumstances, the Barb will be taking an awful lot of damage. In the end, I must say that the encounter, as described, seems to be skewed as far in favor of the players as it could be considering the numbers. A Barb with a total +9 to hit, Reach weapon, Combat Reflexes, and an implied Cleave is going to be hell incarnate on 1 HD goblinoids. END COMMUNICATION [/QUOTE]
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