Best opening move...


log in or register to remove this ad

Use a crippling spell to target their weak save, either will or fort, if possible follow up with a Quicken Spell of the same type and use a Twin Spell too if you can. Dominate monster or instant death effects end battles quickly, paticuarly if you are high enough level and with the right feats to make them save 3 times.
Unfortunatley you'll run out of high level spells fast using this sorta tactic (and piss alot of people off) and monks have no weak saves plus they got SR.
 

Lord Pendragon said:
What book is Leaping Charge in?

Yes, where?

It sounds like Leap Attack, from CV, or Flying Kick, from OA.

In our old Epic game (all 4 sessions of it), my half-dragon anthro-tyrannosaur monk was fond of using Flying Kick and Sandals of the Tiger's Leap on a Dire Charge to unleash one heck of a flurry of blows. The first hit, I think, was somewhere around 200+ damage. The rest were smaller, but still quite impressive.

Brad
 
Last edited:

Patryn of Elvenshae said:
Bah! Move Object to yank their weapons from their hands! It's DC 10, which is trivial, for almost every weapon extant, and the Save DC is 10 + Force level!
Same save, higher DC to hit, but toss them (4xForce user) metres into the air. When they hit the ground, Reflex DC (10+[distance fallen/4]) or take (distance fallen/4)d6 damage straight to wounds. Can't dissipate that, monkeyboy!
 

dj2145 said:
I love the tactics of 3.5 but have never been able to find a good arena style game to work out different 1 v 1 tactics yet. Any thoughts?
Check out the link in my sig for the CoCo (Core Colesium). It's an arena that uses only the Core books plus SRD material. (This includes psionics and some divine material) We start at level 3 and have team fights, free for all fights, questing, campaigns and more. We have out own forum at the Wizards boards.

KerlanRayne
 


Aust Diamondew said:
Use a crippling spell to target their weak save, either will or fort, if possible follow up with a Quicken Spell of the same type and use a Twin Spell too if you can. Dominate monster or instant death effects end battles quickly, paticuarly if you are high enough level and with the right feats to make them save 3 times.
Unfortunatley you'll run out of high level spells fast using this sorta tactic (and piss alot of people off) and monks have no weak saves plus they got SR.

What are the feats that require a save to be made 3 times?
-Dross
 

Inspire Courage? :)

Guess it depends on what you can do and what level you are, but if you win initiative, some sort of disabling strike or spell can be quite usefull and put your opponent at an immediate disadvantage.
 


There's no way to answer your question well since there are endless tactical situations that you can find yourself in and endless combinations of party capabilities and strengths. And there's the wide-open variable of Initiative order; who goes first and how far away our party is from the enemy combatants makes a big, big difference. Each of these circumstances will call for a different opening move.

There is no one best opening move.
 

Remove ads

Top