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DM Help: Tips and Tricks for Monsters In Combat
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<blockquote data-quote="vandaexpress" data-source="post: 6641229" data-attributes="member: 6790472"><p><strong>Loved</strong> the first few posts on this thread!</p><p></p><p>Some additional thoughts to supplement, although most of this probably falls under the umbrella of what's already been shared, most of the good stuff is already out there...</p><p></p><ul> <li data-xf-list-type="ul"><strong>Maneuver to hit the rear lines</strong> - If there is a way for some of the monsters to run around and hit the squishy back lines, have them do it. This makes the most sense when the monsters are familiar with the dungeon layout and the party has a beefy front line holding off the main assault.</li> <li data-xf-list-type="ul"><strong>Use wall spells to deny Line of Sight</strong> - I love using wall spells (particularly <em>wall of fire</em>) to deny ranged attackers line of sight on my casters and other squishies.</li> <li data-xf-list-type="ul"><strong>Illusions are great for messing with the party</strong> - An ambush squad hiding behind an illusionary wall is pretty nasty stuff.</li> <li data-xf-list-type="ul"><strong>Buff your creatures before combat if they have any reason to expect combat</strong> - Assuming you have a caster in play, have him buff his minions with as many non-conc buffs as he can muster before combat begins. And for the love, make sure he's got <em>mirror image</em> cast on himself unless you want him to be pincushioned on the first round by ranged PC characters.</li> <li data-xf-list-type="ul"><strong>Use at least two spellcasters in really challenging encounters</strong> - When it makes sense, have two or more casters in your really tough encounters, simply because you can get some extremely nasty effects from combining multiple concentration spells to set up kill boxes (like a wall spell combined with silence, trapping the enemy casters in an area where they can't cast, for instance).</li> </ul></blockquote><p></p>
[QUOTE="vandaexpress, post: 6641229, member: 6790472"] [B]Loved[/B] the first few posts on this thread! Some additional thoughts to supplement, although most of this probably falls under the umbrella of what's already been shared, most of the good stuff is already out there... [LIST] [*][B]Maneuver to hit the rear lines[/B] - If there is a way for some of the monsters to run around and hit the squishy back lines, have them do it. This makes the most sense when the monsters are familiar with the dungeon layout and the party has a beefy front line holding off the main assault. [*][B]Use wall spells to deny Line of Sight[/B] - I love using wall spells (particularly [I]wall of fire[/I]) to deny ranged attackers line of sight on my casters and other squishies. [*][B]Illusions are great for messing with the party[/B] - An ambush squad hiding behind an illusionary wall is pretty nasty stuff. [*][B]Buff your creatures before combat if they have any reason to expect combat[/B] - Assuming you have a caster in play, have him buff his minions with as many non-conc buffs as he can muster before combat begins. And for the love, make sure he's got [I]mirror image[/I] cast on himself unless you want him to be pincushioned on the first round by ranged PC characters. [*][B]Use at least two spellcasters in really challenging encounters[/B] - When it makes sense, have two or more casters in your really tough encounters, simply because you can get some extremely nasty effects from combining multiple concentration spells to set up kill boxes (like a wall spell combined with silence, trapping the enemy casters in an area where they can't cast, for instance). [/LIST] [/QUOTE]
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