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Darkness and the Black Dragon - Need advice
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<blockquote data-quote="Klaus" data-source="post: 4881355" data-attributes="member: 607"><p>@ Dr. Sage: Rogues and Invokers have lots of forced movement powers. What's the Invoker's Covenant?</p><p></p><p>Also, the MM2 solos and elites have all dfenses 2 points lower than similar monsters in the MM1. So you wouldn't be too far off if you knocked 2 points off the dragon's defenses.</p><p></p><p>Third, think of it as a trap. When you put a trap in your game, you have to give the players and characters a decent chance at avoiding it. In the case of a black dragon, what can the characters do (powers aside) to overcome the dragon's darkness?</p><p></p><p>- The dragonborn paladin can use his breath weapon (a blast, so no penalty to hit) and can mark the dragon (doesn't require LoS). As long as he makes an attack (like shooting a crossbow or whatever), he'll keep the mark up. So the dragon will be at -2 to attack anyone else, and take radiant damage if he does it. That ought to force the dragon to come out and play.</p><p></p><p></p><p></p><p>- The rogue can use daggers, giving him an extra +1 to hit.</p><p></p><p>- The characters can pile up on alchemical grenades.</p><p></p><p>- The characters (like the dragonborn paladin, see above) could trick the dragon into following them through a narrow (2-square wide) corridor, with half of the party waiting to jump in behind the dragon and bottleneck it there. This is where you, as the DM, have to place one such bottleneck in the dragon's lair.</p><p></p><p>- The characters can try and Bluff the dragon into a berserker rage, making it forego its safer tactics for the pleasure of chewing on the soft adventurers.</p><p></p><p>- Heavy use of the DC and Damage by Level table. Let the character try anything, within reason. Assign a DC and (if appropriate) a damage value. Combat isn't restricted to powers.</p></blockquote><p></p>
[QUOTE="Klaus, post: 4881355, member: 607"] @ Dr. Sage: Rogues and Invokers have lots of forced movement powers. What's the Invoker's Covenant? Also, the MM2 solos and elites have all dfenses 2 points lower than similar monsters in the MM1. So you wouldn't be too far off if you knocked 2 points off the dragon's defenses. Third, think of it as a trap. When you put a trap in your game, you have to give the players and characters a decent chance at avoiding it. In the case of a black dragon, what can the characters do (powers aside) to overcome the dragon's darkness? - The dragonborn paladin can use his breath weapon (a blast, so no penalty to hit) and can mark the dragon (doesn't require LoS). As long as he makes an attack (like shooting a crossbow or whatever), he'll keep the mark up. So the dragon will be at -2 to attack anyone else, and take radiant damage if he does it. That ought to force the dragon to come out and play. - The rogue can use daggers, giving him an extra +1 to hit. - The characters can pile up on alchemical grenades. - The characters (like the dragonborn paladin, see above) could trick the dragon into following them through a narrow (2-square wide) corridor, with half of the party waiting to jump in behind the dragon and bottleneck it there. This is where you, as the DM, have to place one such bottleneck in the dragon's lair. - The characters can try and Bluff the dragon into a berserker rage, making it forego its safer tactics for the pleasure of chewing on the soft adventurers. - Heavy use of the DC and Damage by Level table. Let the character try anything, within reason. Assign a DC and (if appropriate) a damage value. Combat isn't restricted to powers. [/QUOTE]
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