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Adventuring Tactics Masterclass: Giants.
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<blockquote data-quote="Ridley's Cohort" data-source="post: 684861" data-attributes="member: 545"><p>Following your logic, the Wizard will go II, too. He has even fewer HPs. Only the Cleric and Fighter remain visible.</p><p></p><p>Now the Cleric complains he can't cast spells with giants standing on top of him. He needs invisibility, too.</p><p></p><p>Only the Fighter remains available to be attacked.</p><p></p><p>All the giants in the room full attack the Fighter. He doesn't even survive round 1.</p><p></p><p>You prevail in the fight, but the Fighter's player is so ticked at your PCs' general cowardice that you cough up money for a True Ressurect, putting you deep in the red for the adventure.</p><p></p><p></p><p>I agree with you that a Rogue needs to avoid the full melee attack. But it may contribute more to the party if he hangs in back with a well-magicked bow and Protection from Arrows -- drawing boulders attacks away from the Fighter, then if he goes with II. At least Blink will tempt giants to target him.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 684861, member: 545"] Following your logic, the Wizard will go II, too. He has even fewer HPs. Only the Cleric and Fighter remain visible. Now the Cleric complains he can't cast spells with giants standing on top of him. He needs invisibility, too. Only the Fighter remains available to be attacked. All the giants in the room full attack the Fighter. He doesn't even survive round 1. You prevail in the fight, but the Fighter's player is so ticked at your PCs' general cowardice that you cough up money for a True Ressurect, putting you deep in the red for the adventure. I agree with you that a Rogue needs to avoid the full melee attack. But it may contribute more to the party if he hangs in back with a well-magicked bow and Protection from Arrows -- drawing boulders attacks away from the Fighter, then if he goes with II. At least Blink will tempt giants to target him. [/QUOTE]
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