Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Defeating my powergamer Glave master
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Doctor Proctor" data-source="post: 4733664" data-attributes="member: 78547"><p>That's not really how readied actions work. They won't all go "at the same time". When you ready an action, it essentially functions as an immediate interrupt on the readying trigger, moving your initiative to right in front of the triggering event.</p><p></p><p>For example, I ready a charge for when an enemy comes around a corner. When an enemy comes around the corner, I interrupt the action and take my action (the charge) before he resumes the rest of his turn. So the Fighter would still get OA's on each monster, otherwise there's a LOT of broken shenanigans you can perform with readied actions.</p><p></p><p>Now, as for dealing with this guy, there's several things. Ranged works well, as does attacking his crappy Reflex defense. Any monsters that have the ability to teleport or shift multiple squares work too. If there are any monsters that get a bonus to OA's, that works good too. Also, considering using an NPC Artful Dodger Rogue. He'll have a bit bonus to defense against OA's, meaning the Fighter is likely to miss, and the CA will allow him to really hurt the Fighter with his attacks.</p><p></p><p>This doesn't mean you do that <em>every</em> combat, just sometimes. The idea that a DM should never create encounters by taking player abilities in mind is silly. Encounters should always have a mix of enemies that, over time, will play to different players' strengths and weaknesses. Sometimes you can throw a nice Soldier that the Glaive Fighter can tear to pieces with OA's, other times it's a Brute that soaks up all of his attacks until a Striker comes into finish him off with some <em>really</em> huge damage, and other times it will be some sort of a Skirmisher that the Wizard can lock down by denying him actions. The beauty too is that each of those monsters that plays to one PC's strengths, is likely to play to another PC's weakenesses. The Soldier is going to be strong against a Striker who can't hit it (or any other role), the Brute can soak up a lot of a Fighter's attack without getting hurt much, and the Skirmishers/Lurkers can really be the bane of a Fighter with all of their mobility.</p><p></p><p>So, if you just send a procession of melee Soldiers at your Fighter, he's always going to shine. Send in some Reflex targeting enemies and suddenly he's not going to be doing so hot, especially if they have a lot mobility via multi-square shifts or teleports. Rather than looking at this as "ZOMG, you're screwing the Fighter!", look at it as a chance for the Rogue to shine. He has the mobility to keep up with the enemy, and his Reflex will be hard to hit for an enemy that primarily attacks that defense.</p><p></p><p>So it's not so much about trying to screw the Fighter here, but more about trying to give the other players a chance to shine. The Fighter will feel challenged because he's not effective against this enemy type, but the Rogue will feel empowered. In the next encounter, flip it and allow for the reverse to happen. Keep doing this over time and you'll spread out the healing surge uses between all members of the party, and you'll give them all their moment in the spotlight as well as their moment of fear. Win/win.</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4733664, member: 78547"] That's not really how readied actions work. They won't all go "at the same time". When you ready an action, it essentially functions as an immediate interrupt on the readying trigger, moving your initiative to right in front of the triggering event. For example, I ready a charge for when an enemy comes around a corner. When an enemy comes around the corner, I interrupt the action and take my action (the charge) before he resumes the rest of his turn. So the Fighter would still get OA's on each monster, otherwise there's a LOT of broken shenanigans you can perform with readied actions. Now, as for dealing with this guy, there's several things. Ranged works well, as does attacking his crappy Reflex defense. Any monsters that have the ability to teleport or shift multiple squares work too. If there are any monsters that get a bonus to OA's, that works good too. Also, considering using an NPC Artful Dodger Rogue. He'll have a bit bonus to defense against OA's, meaning the Fighter is likely to miss, and the CA will allow him to really hurt the Fighter with his attacks. This doesn't mean you do that [I]every[/I] combat, just sometimes. The idea that a DM should never create encounters by taking player abilities in mind is silly. Encounters should always have a mix of enemies that, over time, will play to different players' strengths and weaknesses. Sometimes you can throw a nice Soldier that the Glaive Fighter can tear to pieces with OA's, other times it's a Brute that soaks up all of his attacks until a Striker comes into finish him off with some [I]really[/I] huge damage, and other times it will be some sort of a Skirmisher that the Wizard can lock down by denying him actions. The beauty too is that each of those monsters that plays to one PC's strengths, is likely to play to another PC's weakenesses. The Soldier is going to be strong against a Striker who can't hit it (or any other role), the Brute can soak up a lot of a Fighter's attack without getting hurt much, and the Skirmishers/Lurkers can really be the bane of a Fighter with all of their mobility. So, if you just send a procession of melee Soldiers at your Fighter, he's always going to shine. Send in some Reflex targeting enemies and suddenly he's not going to be doing so hot, especially if they have a lot mobility via multi-square shifts or teleports. Rather than looking at this as "ZOMG, you're screwing the Fighter!", look at it as a chance for the Rogue to shine. He has the mobility to keep up with the enemy, and his Reflex will be hard to hit for an enemy that primarily attacks that defense. So it's not so much about trying to screw the Fighter here, but more about trying to give the other players a chance to shine. The Fighter will feel challenged because he's not effective against this enemy type, but the Rogue will feel empowered. In the next encounter, flip it and allow for the reverse to happen. Keep doing this over time and you'll spread out the healing surge uses between all members of the party, and you'll give them all their moment in the spotlight as well as their moment of fear. Win/win. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Defeating my powergamer Glave master
Top