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General Tabletop Discussion
*Dungeons & Dragons
Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="Flamestrike" data-source="post: 6974571" data-attributes="member: 6788736"><p>A particularly good tactic to use is to spring burrowing monsters on them in dense terrain (if they insist on placing a ranged PC or two hundreds of feet away).</p><p></p><p>While the forward scout wastes rounds getting back to where he can get eyes on the PCs, tear them apart with those monsters. Suddenly, the forward scout starts staying a lot closer, and it becomes a risk/ reward thing.</p><p></p><p>If they start bunching up to take advantage of the paladins saves, hit them with repeated AoE effects. They'll probably pass those saves (and take half damage) against effects they wouldnt be making saves for (or taking damage from) in the first place. More resources (healing via potions, HD and spell slots) get spent than would ordinarily as they heal up after the fight (making later fights that day much harder).</p><p></p><p>If they use flight, ensure you use things like the trip manouver, making them fall to the ground, or scary aerial threats that make the decision to fly a risk/ reward thing and not a go to.</p><p></p><p>Have the flying Imp familiar actually act like a devil for a change and do something mischevious. Like fall asleep on guard duty. Or lead the PCs to a ranking devil (by 'accident') or whatever. Listen for loopholes it can exploit in its masters orders. That way it can speed his descent into hell, and free itself from his service. Not all the time mind you, but just enough to keep the PCs guessing.</p><p></p><p>I could go on an on here. You get the point. </p><p></p><p>If a particular build or tactic is showing up at your tables over and over, its because you dont counter it often enough and your players are taking the easy road. Mess with those expectations from time to time. It stops them getting comfortable, presents them with new challenges, and opens up opportunities for other builds and tactics to shine.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6974571, member: 6788736"] A particularly good tactic to use is to spring burrowing monsters on them in dense terrain (if they insist on placing a ranged PC or two hundreds of feet away). While the forward scout wastes rounds getting back to where he can get eyes on the PCs, tear them apart with those monsters. Suddenly, the forward scout starts staying a lot closer, and it becomes a risk/ reward thing. If they start bunching up to take advantage of the paladins saves, hit them with repeated AoE effects. They'll probably pass those saves (and take half damage) against effects they wouldnt be making saves for (or taking damage from) in the first place. More resources (healing via potions, HD and spell slots) get spent than would ordinarily as they heal up after the fight (making later fights that day much harder). If they use flight, ensure you use things like the trip manouver, making them fall to the ground, or scary aerial threats that make the decision to fly a risk/ reward thing and not a go to. Have the flying Imp familiar actually act like a devil for a change and do something mischevious. Like fall asleep on guard duty. Or lead the PCs to a ranking devil (by 'accident') or whatever. Listen for loopholes it can exploit in its masters orders. That way it can speed his descent into hell, and free itself from his service. Not all the time mind you, but just enough to keep the PCs guessing. I could go on an on here. You get the point. If a particular build or tactic is showing up at your tables over and over, its because you dont counter it often enough and your players are taking the easy road. Mess with those expectations from time to time. It stops them getting comfortable, presents them with new challenges, and opens up opportunities for other builds and tactics to shine. [/QUOTE]
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Helping melee combat to be more competitive to ranged.
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