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*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="N'raac" data-source="post: 6188948" data-attributes="member: 6681948"><p>And the fighter can hang out in the swamp waiting to spot a passing Lizard, but it should not be too tough to find the lizard village.</p><p></p><p></p><p></p><p>That’s the maximum level leader, actually, and should be a pretty even straight-up battle. </p><p></p><p></p><p>2, of L 3-6?</p><p></p><p></p><p></p><p>I see Javelin in their stat block, not bows. Can I set things up so the fighter has no chance? Sure. I can set things up against the wizard too. It’s a swamp – how useful is his Invisibility?</p><p></p><p>Unquestionably, having the wizard makes it easier, but I have a tough time believing a party of L10 non-spellcasters (like there has ever been one) would be unable to locate the lizardfolk village and question them.</p><p></p><p></p><p></p><p>Is that knowledge limited to mechanical engineers, or shared by most of the general populace?</p><p></p><p></p><p></p><p>“In you go, fellow, just squeeze into this bag”? A bag with an opening a bear can crawl into? A different issue, though.</p><p></p><p></p><p></p><p>I’d hope so, but the question comes down to the dragon’s approach. The other question is what the goal was, whether loot the dragon’s treasure or put an end to its predation on the surrounding lands. Again back to camaign style.</p><p></p><p></p><p></p><p>A move action it can use to hover unless its turn is over in which case it falls in its next turn unless it can then move or use a move action to hover.</p><p></p><p>Are we using Wall of Force or Solid Fog? The latter provides the dragon considerable bouyancy, I believe.</p><p></p><p></p><p></p><p></p><p>Another output of “combat is not a viable challenge solving approach in this unusual scenario”.</p><p></p><p></p><p></p><p>To me, that’s more what take 10 and take 20 are. Take 10 defines what is, in fact, routine and take 20 defines what can be accomplished if you’re not worried about the time it takes. The rules should, perhaps, clarify an intent that this be less a choice of the player than a function of the task itself and the circumstances surrounding it. While some judgment will always remain, clarity of intent helps a lot, and a lot more “can/cannot” take 10 comments throughout the rules would help (eg. “the wizard can/cannot take 10 to learn a spell/read a scroll/craft an item/know a fact”). And perhaps not "can" but "does" if the intent is that these tasks be trivial. To rerolls, I like the idea of a fail on Take 10 leading to a real roll or a Take 20 ("Hmm-this lock is really well built - I'll have to work on it")</p><p></p><p>"When to roll" is an aspect that could certainly stand more guidance, especially for new GM's and players.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6188948, member: 6681948"] And the fighter can hang out in the swamp waiting to spot a passing Lizard, but it should not be too tough to find the lizard village. That’s the maximum level leader, actually, and should be a pretty even straight-up battle. 2, of L 3-6? I see Javelin in their stat block, not bows. Can I set things up so the fighter has no chance? Sure. I can set things up against the wizard too. It’s a swamp – how useful is his Invisibility? Unquestionably, having the wizard makes it easier, but I have a tough time believing a party of L10 non-spellcasters (like there has ever been one) would be unable to locate the lizardfolk village and question them. Is that knowledge limited to mechanical engineers, or shared by most of the general populace? “In you go, fellow, just squeeze into this bag”? A bag with an opening a bear can crawl into? A different issue, though. I’d hope so, but the question comes down to the dragon’s approach. The other question is what the goal was, whether loot the dragon’s treasure or put an end to its predation on the surrounding lands. Again back to camaign style. A move action it can use to hover unless its turn is over in which case it falls in its next turn unless it can then move or use a move action to hover. Are we using Wall of Force or Solid Fog? The latter provides the dragon considerable bouyancy, I believe. Another output of “combat is not a viable challenge solving approach in this unusual scenario”. To me, that’s more what take 10 and take 20 are. Take 10 defines what is, in fact, routine and take 20 defines what can be accomplished if you’re not worried about the time it takes. The rules should, perhaps, clarify an intent that this be less a choice of the player than a function of the task itself and the circumstances surrounding it. While some judgment will always remain, clarity of intent helps a lot, and a lot more “can/cannot” take 10 comments throughout the rules would help (eg. “the wizard can/cannot take 10 to learn a spell/read a scroll/craft an item/know a fact”). And perhaps not "can" but "does" if the intent is that these tasks be trivial. To rerolls, I like the idea of a fail on Take 10 leading to a real roll or a Take 20 ("Hmm-this lock is really well built - I'll have to work on it") "When to roll" is an aspect that could certainly stand more guidance, especially for new GM's and players. [/QUOTE]
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