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<blockquote data-quote="blargney the second" data-source="post: 4807840" data-attributes="member: 14678"><p>Fair enough! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It occurs to me that some of the difficulty you're having threatening PCs may be a direct result of having a big party. Taclords in particular tend to magnify force, and the more allies the better. Two extra PCs means an extra action point every fight, each of which has a significant attack (and possibly damage) bonus. More PCs kicking around means at any given time there's a better chance of someone with a good basic melee attack being in the right spot for him to <em>commander's strike</em> efficiently.</p><p></p><p>Finally, with two leaders in the party, that's a heck of a lot of healing to go around. Especially if the players have reasonably good tactics and can funnel incoming damage and subsequent healing to the right spots.</p><p>-blarg</p></blockquote><p></p>
[QUOTE="blargney the second, post: 4807840, member: 14678"] Fair enough! :) It occurs to me that some of the difficulty you're having threatening PCs may be a direct result of having a big party. Taclords in particular tend to magnify force, and the more allies the better. Two extra PCs means an extra action point every fight, each of which has a significant attack (and possibly damage) bonus. More PCs kicking around means at any given time there's a better chance of someone with a good basic melee attack being in the right spot for him to [i]commander's strike[/i] efficiently. Finally, with two leaders in the party, that's a heck of a lot of healing to go around. Especially if the players have reasonably good tactics and can funnel incoming damage and subsequent healing to the right spots. -blarg [/QUOTE]
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