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<blockquote data-quote="Dausuul" data-source="post: 7481477" data-attributes="member: 58197"><p>Normally I would say to talk this out with the players, try to resolve it, and (if all else fails) kick some of them to the curb. But I guess your ability to do that here is limited.</p><p></p><p>So... avoid AoE effects. Instead, favor ambush monsters and skirmishers, stuff that prowls around the edges of the battle picking off stragglers. Use abilities that push them to help each other (e.g., sleep effects that require an ally to wake you up). Make sure the players are aware that this is the kind of dungeon they are walking into: If they do not hang together, they will certainly hang separately. </p><p></p><p>As for trying to duck behind each other... that seems like a case study in stupid. Aren't they provoking OAs every time they pull that move? They're really willing to eat that extra damage in hopes that the monster will go after someone else? If so, the solution is simple: <em>Don't </em>have the monster go after someone else. The typical monster has a fairly good grasp on the concept of object permanence. It understands that just because an enemy has ducked behind another enemy, doesn't mean the first enemy has ceased to exist.</p><p></p><p>One thing I would <em>not</em> do, however, is mess with the rogue's ability to hide-and-snipe. That's a key feature of the class, and it's how rogues are meant to play. The rogue <em>should</em> be hiding and dodging and striking from the edges of battle. It's when fighters and barbarians are trying to do the same thing that you have a problem.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7481477, member: 58197"] Normally I would say to talk this out with the players, try to resolve it, and (if all else fails) kick some of them to the curb. But I guess your ability to do that here is limited. So... avoid AoE effects. Instead, favor ambush monsters and skirmishers, stuff that prowls around the edges of the battle picking off stragglers. Use abilities that push them to help each other (e.g., sleep effects that require an ally to wake you up). Make sure the players are aware that this is the kind of dungeon they are walking into: If they do not hang together, they will certainly hang separately. As for trying to duck behind each other... that seems like a case study in stupid. Aren't they provoking OAs every time they pull that move? They're really willing to eat that extra damage in hopes that the monster will go after someone else? If so, the solution is simple: [I]Don't [/I]have the monster go after someone else. The typical monster has a fairly good grasp on the concept of object permanence. It understands that just because an enemy has ducked behind another enemy, doesn't mean the first enemy has ceased to exist. One thing I would [I]not[/I] do, however, is mess with the rogue's ability to hide-and-snipe. That's a key feature of the class, and it's how rogues are meant to play. The rogue [I]should[/I] be hiding and dodging and striking from the edges of battle. It's when fighters and barbarians are trying to do the same thing that you have a problem. [/QUOTE]
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