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Forked Thread: Rate WotC as a company: 4e Complete?
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<blockquote data-quote="ironvyper" data-source="post: 4402361" data-attributes="member: 59739"><p>Humanoids are a large group of monsters, and are especially common at lower levels. </p><p></p><p></p><p></p><p></p><p></p><p> Climb works fine, fly doesnt make your speed that fast, and i forgot the several beasties that have a jump ability. </p><p></p><p></p><p></p><p> You cut out the part about the supernatural, spell-like and extraordinary abilities which are more common and taken as a whole covers many more creatures. </p><p></p><p></p><p></p><p> Out of just the MM1 i will start at CR 1. no need to do the half CR's, aquatics or humanoids, so this will just be the non humanoids who qualify as having ranged attacks of some form, a fly speed, a fast enough climb to catch a flyer indoors, or burrow to just avoid and nerf the wizard. </p><p></p><p>dark mantle, Giant Bee, nixie, psuedodragon, monstrous spiders, lantern archon, bat swarm, imps, hippogriff, quasit demon, thoqqua (can just burrow till fly wears off), allip, arrowhawk, ankheg (burrowing again), giant eagles, medium or large air or earth elementals can both deal with flyers in different ways, ettercap, Gaint wasp, locaust swarm, mephits, pegasus, shadows, wights, xorn, arraneas, gargoyles, griffon, harpy, pixie, zombie wyvern, cloakers, genies, green hag (spell resistance and invisibility), hieacosphinx, manticores, rasts and ravids, spider eater, and wraith.</p><p></p><p> And thats just the MM1, assuming only CR5 encounters, even though the big fights are supposed to be above the players CR by 2 or 3 levels i think this list along with all the humanoids i left out show theres is plenty of ability just with the MM1 to challenge a flying wizard. </p><p></p><p></p><p></p><p> Dungeons are constructed in many cases, so theres really no reason for anyone to go to the hassle of hewing out huge chambers that go way above thier heads. In the modern world a 10 ft ceiling in a room is considered vaulted and a luxury in homes and apartments. </p><p> </p><p> Adventuring outside is easy, anything with thick foresting, like forests or jungles has a natural "ceiling" of boughs that would entangle any flying character trying to buzz about wherever they want below it and provide good cover from anyone flying above it. Of course urban areas are full of buildings a character could easily duck into for cover against a flyer. Flying is really only uber on an open plain, desserts or mountains. </p><p></p><p></p><p></p><p> Theres nothing wrong with factor that you have to consider in encounters. Thats part of having any magic user in the party. Just like you have to take into account the clerics buff spells that can push a party way out line with their assumed power according to CR, or you have to take into account that players are gonna blow all their resources early and want to hole up and rest every few encounters and if you dont give them the chance then their assumed power by CR is going to be lower then expected. </p><p></p><p> Thats just part of designing encounters and adventures. And if the wizard can occasionally whip out his fly spell and kick some butt, oh well. Is that really so terrible that sometimes you let him be super and sometimes you throw enemies at him that make his favorite tactic useless or even makes him an easier target?</p></blockquote><p></p>
[QUOTE="ironvyper, post: 4402361, member: 59739"] Humanoids are a large group of monsters, and are especially common at lower levels. Climb works fine, fly doesnt make your speed that fast, and i forgot the several beasties that have a jump ability. You cut out the part about the supernatural, spell-like and extraordinary abilities which are more common and taken as a whole covers many more creatures. Out of just the MM1 i will start at CR 1. no need to do the half CR's, aquatics or humanoids, so this will just be the non humanoids who qualify as having ranged attacks of some form, a fly speed, a fast enough climb to catch a flyer indoors, or burrow to just avoid and nerf the wizard. dark mantle, Giant Bee, nixie, psuedodragon, monstrous spiders, lantern archon, bat swarm, imps, hippogriff, quasit demon, thoqqua (can just burrow till fly wears off), allip, arrowhawk, ankheg (burrowing again), giant eagles, medium or large air or earth elementals can both deal with flyers in different ways, ettercap, Gaint wasp, locaust swarm, mephits, pegasus, shadows, wights, xorn, arraneas, gargoyles, griffon, harpy, pixie, zombie wyvern, cloakers, genies, green hag (spell resistance and invisibility), hieacosphinx, manticores, rasts and ravids, spider eater, and wraith. And thats just the MM1, assuming only CR5 encounters, even though the big fights are supposed to be above the players CR by 2 or 3 levels i think this list along with all the humanoids i left out show theres is plenty of ability just with the MM1 to challenge a flying wizard. Dungeons are constructed in many cases, so theres really no reason for anyone to go to the hassle of hewing out huge chambers that go way above thier heads. In the modern world a 10 ft ceiling in a room is considered vaulted and a luxury in homes and apartments. Adventuring outside is easy, anything with thick foresting, like forests or jungles has a natural "ceiling" of boughs that would entangle any flying character trying to buzz about wherever they want below it and provide good cover from anyone flying above it. Of course urban areas are full of buildings a character could easily duck into for cover against a flyer. Flying is really only uber on an open plain, desserts or mountains. Theres nothing wrong with factor that you have to consider in encounters. Thats part of having any magic user in the party. Just like you have to take into account the clerics buff spells that can push a party way out line with their assumed power according to CR, or you have to take into account that players are gonna blow all their resources early and want to hole up and rest every few encounters and if you dont give them the chance then their assumed power by CR is going to be lower then expected. Thats just part of designing encounters and adventures. And if the wizard can occasionally whip out his fly spell and kick some butt, oh well. Is that really so terrible that sometimes you let him be super and sometimes you throw enemies at him that make his favorite tactic useless or even makes him an easier target? [/QUOTE]
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