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A DM's Dragon tactics (my players, please stay out!)
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<blockquote data-quote="Plane Sailing" data-source="post: 2348952" data-attributes="member: 114"><p>Hi Sagiro,</p><p></p><p>There was a long thread some months ago about the dragons vs wall of force tactic that would be worth searching up. I think this was it:</p><p></p><p><a href="http://www.enworld.org/showthread.php?t=115219&highlight=wall+force+dragon" target="_blank">How would you aducate this anti-dragon tactic?</a></p><p></p><p>One of the special feats that dragons often take is <strong>Hover</strong>, which does allow them to hover in place, create concealment and unleash full attacks, all despite their poor manouverability. Wingover could be adjudicated to allow them to make one rapid course change during a strafing run.</p><p></p><p>Another option for dragons is to remember that they don't have to breath in the direction they are facing, because they've got long bendy necks. Plus they've got very good eyesight, and readied actions can normally be noted. If I was running a dragon and someone was readying a spell when it got close I'd give the dragon a standard spellcraft check to identify the spell was and take action appropriately (e.g. if it saw that someone was readying a wall of force spell it might decide to fly past them rather than at them and breathe from the side rather than in front? Or change his mind about the attack run and fly out of sight to disengage and then make several 'feint' attacks on the party over the next hour or so to drain them of buffing spells before arranging for the actual attack.</p><p></p><p>One of the problems that dragons face against parties is the sheer number of actions that can be unleashed against them, so in order to survive dragons must attempt to turn combats into a series of one-on-ones. The best way of doing this is grabbing someone and flying off with them at high speed in order to deal with them some distance away, then coming back and doing the same for someone else.</p><p></p><p>Some Draconomicon feats like enlarge breath, clinging breath and lingering breath are excellent additions for the tactically minded dragon, although at this level breath weapons are normally a sub-optimal way of doing damage. Dragons really kick ass and take names by using Power Attack since their attack bonus is normally hugely greater than what they need to hit someone.</p><p></p><p>When they get Crush attacks is when they get truly fearsome, because a well timed crush can cause an entire party serious problems. Sunder is a nasty feat for dragons to use though, and you'll perhaps remember how tricky they are if they use improved disarm.</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 2348952, member: 114"] Hi Sagiro, There was a long thread some months ago about the dragons vs wall of force tactic that would be worth searching up. I think this was it: [url=http://www.enworld.org/showthread.php?t=115219&highlight=wall+force+dragon]How would you aducate this anti-dragon tactic?[/url] One of the special feats that dragons often take is [b]Hover[/b], which does allow them to hover in place, create concealment and unleash full attacks, all despite their poor manouverability. Wingover could be adjudicated to allow them to make one rapid course change during a strafing run. Another option for dragons is to remember that they don't have to breath in the direction they are facing, because they've got long bendy necks. Plus they've got very good eyesight, and readied actions can normally be noted. If I was running a dragon and someone was readying a spell when it got close I'd give the dragon a standard spellcraft check to identify the spell was and take action appropriately (e.g. if it saw that someone was readying a wall of force spell it might decide to fly past them rather than at them and breathe from the side rather than in front? Or change his mind about the attack run and fly out of sight to disengage and then make several 'feint' attacks on the party over the next hour or so to drain them of buffing spells before arranging for the actual attack. One of the problems that dragons face against parties is the sheer number of actions that can be unleashed against them, so in order to survive dragons must attempt to turn combats into a series of one-on-ones. The best way of doing this is grabbing someone and flying off with them at high speed in order to deal with them some distance away, then coming back and doing the same for someone else. Some Draconomicon feats like enlarge breath, clinging breath and lingering breath are excellent additions for the tactically minded dragon, although at this level breath weapons are normally a sub-optimal way of doing damage. Dragons really kick ass and take names by using Power Attack since their attack bonus is normally hugely greater than what they need to hit someone. When they get Crush attacks is when they get truly fearsome, because a well timed crush can cause an entire party serious problems. Sunder is a nasty feat for dragons to use though, and you'll perhaps remember how tricky they are if they use improved disarm. [/QUOTE]
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