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General Tabletop Discussion
*Dungeons & Dragons
4th level Bladesinger with same AC as Tarrasque
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<blockquote data-quote="FrozenNorth" data-source="post: 8092445" data-attributes="member: 7020832"><p>There are also quite a few low-int monsters that have a grapple attack that would make life difficult for the bladesinger.</p><p></p><p>Perhaps if we knew which module you were playing we would be able to provide more specific suggestions. For instance, monsters with grapple attacks + ambushes would be great for OotA, while attacks that target weaknesses would be more appropriate for CoS (Strahd would definitely toss out a Web against the bladesinger).</p><p></p><p>I second the suggestion that if you run a module, it is important to take measures against the 5 MWD. As someone who also uses modules, I use a couple of tricks to keep the characters moving:</p><ul> <li data-xf-list-type="ul">I use a d12 to track the passage of time. The visual passage of time is a “soft” incentive not to take a long rest at 10 AM.</li> <li data-xf-list-type="ul">Random monster tables. The tables themselves take a little time to set up, but once they are set up, they are quick to implement. Once an hour (or whenever forward momentum ceases), I roll 1d20. On a 14+, a random encounter takes place.</li> <li data-xf-list-type="ul">Ambushes. Ambushes during the night, predators hiding and ambushing creatures in their lair. The world is supposed to be dangerous. Let the players feel this.</li> <li data-xf-list-type="ul">A living world, even in a module. If a party enters your dungeon, and leaves to take a long rest, they may return to find the dungeon empty and the treasure gone. When this is not possible, dungeon inhabitants will take countermeasures: makeshift traps, creatures on high alert, fewer encounters with more monsters.</li> </ul></blockquote><p></p>
[QUOTE="FrozenNorth, post: 8092445, member: 7020832"] There are also quite a few low-int monsters that have a grapple attack that would make life difficult for the bladesinger. Perhaps if we knew which module you were playing we would be able to provide more specific suggestions. For instance, monsters with grapple attacks + ambushes would be great for OotA, while attacks that target weaknesses would be more appropriate for CoS (Strahd would definitely toss out a Web against the bladesinger). I second the suggestion that if you run a module, it is important to take measures against the 5 MWD. As someone who also uses modules, I use a couple of tricks to keep the characters moving: [LIST] [*]I use a d12 to track the passage of time. The visual passage of time is a “soft” incentive not to take a long rest at 10 AM. [*]Random monster tables. The tables themselves take a little time to set up, but once they are set up, they are quick to implement. Once an hour (or whenever forward momentum ceases), I roll 1d20. On a 14+, a random encounter takes place. [*]Ambushes. Ambushes during the night, predators hiding and ambushing creatures in their lair. The world is supposed to be dangerous. Let the players feel this. [*]A living world, even in a module. If a party enters your dungeon, and leaves to take a long rest, they may return to find the dungeon empty and the treasure gone. When this is not possible, dungeon inhabitants will take countermeasures: makeshift traps, creatures on high alert, fewer encounters with more monsters. [/LIST] [/QUOTE]
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Community
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4th level Bladesinger with same AC as Tarrasque
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