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*TTRPGs General
4E Consequences: Being passive, cautious, or a loner is now unoptimized
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<blockquote data-quote="Rechan" data-source="post: 4684439" data-attributes="member: 54846"><p>It also helps to exploit the defender from behind the screen.</p><p></p><p>By that, I mean have the monster make a stupid decision (attack someone else when marked, run past a defender, etc). That way, the monster is punished and damaged, and the defender gets to feel good about being a defender because they're punishing the monster. This extra damage also helps speed up the monster's death. (This depends on the monster in question; unintelligent creatures, brutes who have the HP to spare, or skirmishers who just need to get the hell away from the defender).</p><p></p><p>You can see players using this for their advantage (intentionally provoking opportunity attacks so the monster takes an extra hit). </p><p></p><p>It can even be exploited from the monster's perspective; in a game I was a player, a boneshard skeleton was next to death. It opted to attack someone else, triggering the defender killing it, which in turn triggered the boneshard's "I explode when I die" power.</p><p></p><p></p><p>To an extent, I think Rangers and Warlocks are one of the classes that benefit the least from teamwork.</p><p></p><p>Aside from say, an ally dazing a target (thus granting them an extra +2 to hit for Combat Advantage) or a leader giving everyone a blanket plus, the warlock or ranger just shoots (or twf) their target, and that's that. </p><p></p><p>Really what they need is for a defender to keep the heavy hitters away from them, and the controller to obliterate the minions so they can focus on shooting down their target. </p><p></p><p>Although, I think the Dark Pact does benefit from having someone willing to suck up some damage so they can put down the hurt.</p></blockquote><p></p>
[QUOTE="Rechan, post: 4684439, member: 54846"] It also helps to exploit the defender from behind the screen. By that, I mean have the monster make a stupid decision (attack someone else when marked, run past a defender, etc). That way, the monster is punished and damaged, and the defender gets to feel good about being a defender because they're punishing the monster. This extra damage also helps speed up the monster's death. (This depends on the monster in question; unintelligent creatures, brutes who have the HP to spare, or skirmishers who just need to get the hell away from the defender). You can see players using this for their advantage (intentionally provoking opportunity attacks so the monster takes an extra hit). It can even be exploited from the monster's perspective; in a game I was a player, a boneshard skeleton was next to death. It opted to attack someone else, triggering the defender killing it, which in turn triggered the boneshard's "I explode when I die" power. To an extent, I think Rangers and Warlocks are one of the classes that benefit the least from teamwork. Aside from say, an ally dazing a target (thus granting them an extra +2 to hit for Combat Advantage) or a leader giving everyone a blanket plus, the warlock or ranger just shoots (or twf) their target, and that's that. Really what they need is for a defender to keep the heavy hitters away from them, and the controller to obliterate the minions so they can focus on shooting down their target. Although, I think the Dark Pact does benefit from having someone willing to suck up some damage so they can put down the hurt. [/QUOTE]
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