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General Tabletop Discussion
*Dungeons & Dragons
Dealing with a Heavily Armored Paladin?
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<blockquote data-quote="Sadras" data-source="post: 6902450" data-attributes="member: 6688277"><p>A Mob/Horde that relies on grapples to bring him down to the ground (as it doesn't require you to make attacks against AC).</p><p>Use the Help Action to ensure you succeed, and you can follow it up with Trips and Disarms (his shield can be snatched from him).</p><p></p><p>Also as DM you are allowed/encouraged to be creative (remember anything you allow, may be used by the characters too)</p><p></p><ul> <li data-xf-list-type="ul">Cast Grease on his shield, or Light on his helmet (should he be wearing one) and decide what negative effect that will have on him during combat.</li> <li data-xf-list-type="ul">Counterspell his Channel Divinity.</li> <li data-xf-list-type="ul">Change-up the terrain (1) Unhallowed ground, possibly weakening auras or divine spells from "Lawful and/or Good" beings..etc (2) Fight in Water, where movement becomes difficult terrain and have the enemies cast Raise Water (things should become quite tricky for tin can).</li> <li data-xf-list-type="ul">Flyby attacks always work.</li> <li data-xf-list-type="ul">Use range against him from hidden foes, if the Paladin is predominantly melee.</li> <li data-xf-list-type="ul">Use obscurement or invisible foes for the advantage.</li> <li data-xf-list-type="ul">We have implemented the touch attach AC as a house rule from earlier editions (It made more sense to us. Of course this works both ways for PCs that use touch attack spells). This allows you to bypass the AC of Armour. Against creatures like shadows and wraiths not even the shield can save them.</li> </ul><p></p><p>Of course the Paladin shines at early-mid levels - especially if he has access to the betters armours, but once you start using stronger monsters at higher levels, the AC doesn't play that strong a role. Let him shine for now, and every once in a while surprise him with one of the above ideas.</p></blockquote><p></p>
[QUOTE="Sadras, post: 6902450, member: 6688277"] A Mob/Horde that relies on grapples to bring him down to the ground (as it doesn't require you to make attacks against AC). Use the Help Action to ensure you succeed, and you can follow it up with Trips and Disarms (his shield can be snatched from him). Also as DM you are allowed/encouraged to be creative (remember anything you allow, may be used by the characters too) [LIST] [*]Cast Grease on his shield, or Light on his helmet (should he be wearing one) and decide what negative effect that will have on him during combat. [*]Counterspell his Channel Divinity. [*]Change-up the terrain (1) Unhallowed ground, possibly weakening auras or divine spells from "Lawful and/or Good" beings..etc (2) Fight in Water, where movement becomes difficult terrain and have the enemies cast Raise Water (things should become quite tricky for tin can). [*]Flyby attacks always work. [*]Use range against him from hidden foes, if the Paladin is predominantly melee. [*]Use obscurement or invisible foes for the advantage. [*]We have implemented the touch attach AC as a house rule from earlier editions (It made more sense to us. Of course this works both ways for PCs that use touch attack spells). This allows you to bypass the AC of Armour. Against creatures like shadows and wraiths not even the shield can save them. [/LIST] Of course the Paladin shines at early-mid levels - especially if he has access to the betters armours, but once you start using stronger monsters at higher levels, the AC doesn't play that strong a role. Let him shine for now, and every once in a while surprise him with one of the above ideas. [/QUOTE]
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Dealing with a Heavily Armored Paladin?
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