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*TTRPGs General
DM Tricks to Challenge Tough PCs with Weaker Enemies
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<blockquote data-quote="kolikeos" data-source="post: 3480547" data-attributes="member: 21602"><p>Enlarge person is a first level spell that gives you a +4 to grapple, disarm, trip, bullrush and overrun.</p><p>A first level fighter focused on disarming with the help of a first level wizard (to cast enlarge person) can have a +1(BAB) +2(weapon) +4(improved disarm) +4(2 handed weapon) +4(enlarge person) = +15 to disarm! with that kind of bonus I can try to disarm the 8th level barbarian's greataxe while he's raging! An 8th level barbarian might think he can mow down 8 1st level losers, but if 2 are wizards who cast enlarge and the others are fighters with flails and ranseurs he's in for a tougher fight than he expected.</p><p></p><p>Oh, and another thing: Tower sheilds are very good when you need to close up with the archers. Use the total cover option while moving towards them, that way they can't hit you until you can hit back and then you get all kinds of AoOs.</p><p></p><p></p><p>Have an intellegant bad guy observe the PCs fighting a few times. He can send some mooks and use scrying. or he can be present during the fight and dimension door away as soon as the the PCs come for him, or just stay invisible the whole battle and making sure the mooks never give the PCs the reason to cast see invisibility. Now he knows exactly how the PCs fight so there is no need for general tactics.</p></blockquote><p></p>
[QUOTE="kolikeos, post: 3480547, member: 21602"] Enlarge person is a first level spell that gives you a +4 to grapple, disarm, trip, bullrush and overrun. A first level fighter focused on disarming with the help of a first level wizard (to cast enlarge person) can have a +1(BAB) +2(weapon) +4(improved disarm) +4(2 handed weapon) +4(enlarge person) = +15 to disarm! with that kind of bonus I can try to disarm the 8th level barbarian's greataxe while he's raging! An 8th level barbarian might think he can mow down 8 1st level losers, but if 2 are wizards who cast enlarge and the others are fighters with flails and ranseurs he's in for a tougher fight than he expected. Oh, and another thing: Tower sheilds are very good when you need to close up with the archers. Use the total cover option while moving towards them, that way they can't hit you until you can hit back and then you get all kinds of AoOs. Have an intellegant bad guy observe the PCs fighting a few times. He can send some mooks and use scrying. or he can be present during the fight and dimension door away as soon as the the PCs come for him, or just stay invisible the whole battle and making sure the mooks never give the PCs the reason to cast see invisibility. Now he knows exactly how the PCs fight so there is no need for general tactics. [/QUOTE]
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