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Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6978526" data-attributes="member: 6787650"><p>How do doors invalidate recon? It's fairly simple for the scout to open a door. Are you saying all the doors are trapped with magical traps or something and need the rest of the party to dispel them?</p><p></p><p>It's one thing if the door is a one-way teleportation device, but a regular door shouldn't block recon at <em>all</em>.</p><p></p><p>Recon is still useful in planning a close-quarters combat. It's useful to know, for example, where and how many potential combatants are within a building/cave/structure and where to scatter caltrops to inconvenience them and where the best chokepoints are. As has been pointed out several times, ranged PCs are more useful than melee PCs for holding a chokepoint.</p><p></p><p></p><p></p><p>A (MM) Balor who teleports directly into melee must necessarily have been within 120' before his teleport occurred. It's one thing for the DM to rule that the Balor wasn't detected because the PCs didn't have detection measures in place; it's another thing for the DM to just fiat the Balor into existence in melee range because his battlegrid is only 30 squares wide and he likes melee combat.</p><p></p><p>Of course, if the Balor has already been re-statted to be more impressive (Teleport Without Error at will, more HP, better attacks, some nifty spells, maybe some scrying capability, etc.) then the 120' limitation ceases to be a factor. If the Balor knows what he's doing, he will ideally Teleport on top of the party not merely in melee range of the party as a whole, but in melee range of the party wizard at the end of the day when his Mage Armor has expired and he has no Foresight up and he's alone because he's going to the bathroom. (The wizard may or may not have his arcane focus on hand depending on what it is and how paranoid he is.)</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6978526, member: 6787650"] How do doors invalidate recon? It's fairly simple for the scout to open a door. Are you saying all the doors are trapped with magical traps or something and need the rest of the party to dispel them? It's one thing if the door is a one-way teleportation device, but a regular door shouldn't block recon at [I]all[/I]. Recon is still useful in planning a close-quarters combat. It's useful to know, for example, where and how many potential combatants are within a building/cave/structure and where to scatter caltrops to inconvenience them and where the best chokepoints are. As has been pointed out several times, ranged PCs are more useful than melee PCs for holding a chokepoint. A (MM) Balor who teleports directly into melee must necessarily have been within 120' before his teleport occurred. It's one thing for the DM to rule that the Balor wasn't detected because the PCs didn't have detection measures in place; it's another thing for the DM to just fiat the Balor into existence in melee range because his battlegrid is only 30 squares wide and he likes melee combat. Of course, if the Balor has already been re-statted to be more impressive (Teleport Without Error at will, more HP, better attacks, some nifty spells, maybe some scrying capability, etc.) then the 120' limitation ceases to be a factor. If the Balor knows what he's doing, he will ideally Teleport on top of the party not merely in melee range of the party as a whole, but in melee range of the party wizard at the end of the day when his Mage Armor has expired and he has no Foresight up and he's alone because he's going to the bathroom. (The wizard may or may not have his arcane focus on hand depending on what it is and how paranoid he is.) [/QUOTE]
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