ROFL!!!Spikey said:I've found that Tree Tokens work well against dragons that try to graple you in their mouths.
Originally posted by Dark Eternal:
It sounds to me like B.A.D.D. has it figured out.
Seriously - all of the tactics you guys are suggesting for dragon slaying are great, but one thing bothers me about them. Just about every dragon above the young adult age category has genius-level intellegence, and by Old and up, they're supernaturally intellegent. So given that by this point, they've had hundreds of years of survival experience, don't you think they would have figured all of these tricks out? Indeed - the best tricks, they'd be using themselves!
A human's greatest weapon isn't any gun, spell, sword or explosive. It's the human mind - human ingenuity, creativity, intellegence. And the same would be true of dragons - except to the nth power. A hyperintellegent dragon is going to be able to think circles around a group of average adventurers. That's a deadly - and very appropriate, IMHO - advantage, and rare indeed would be the occasion when a group of demi-humans would be able to overcome it.
A'koss said:
The problem isn't limited to dragons. There are no game rules or help in the DMG for playing highly intelligent, wise, or to a lesser extent, charismatic characters and beings. In the end, they're only as good as the person who plays them.
Were testing the waters to allow Int. checks to learn weaknesses and abilities in a never-before-seen enemy. A highly intelligent being can observe an enemy and learn one thing about his enemy as a standard action or his intellience modifier number of things about him as a full round action. DCs depend on how exacting information you get. A DC 15 check might tell you that the target has more HPs than you do, a DC 30 check might tell you the target has 79 HP and is ripe for a Power Word: Kill.
We're looking at making opposed Wis. checks to allow you to know what the enemy's immediate next move might be. If you just make your opposed roll you learn something about their actions in a broad sense (flee, attack, spellcasting), to the specific (flee along *this* path, move to engage *here*, cast an *offensive* spell.) if you make an impressive check (win by 10 for example). Again, a standard action check should be in order. You can also make a check against an entire group, making a single roll but at a cumulative -2 penalty per target observed. A very wise dragon flying overhead could look at a party and possibly know exactly what everyone's next round action might be. But as it takes a standard action to accomplish, it is not as much use when you're in the thick of things. A wise cleric hanging back and observing though can give tactical advice...
Heh, heh, heh...Originally posted by Dark Eternal:
I had very much enjoyed playing the character at lower levels, but it got increasingly hard for me to deal with suspension of disbelief regarding my own character...
Your opinion is so noted.If I may voice my opinion, that's absolutely brilliant.
A'koss said:We're looking at making opposed Wis. checks to allow you to know what the enemy's immediate next move might be.