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Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="Ilbranteloth" data-source="post: 6992188" data-attributes="member: 6778044"><p>It does, and it definitely goes beyond the original descriptions (just because I get bored with every humanoid having an upright stance that wears armor that somehow fits a human (and usually an elf, dwarf, etc.), and all collect coins. For example, bipedal creatures with a tail will more closely resemble a dinosaur in stance, because that's how a tail naturally positions the body of a bipedal creature when their legs are below their hip. Lizardfolk are a bit different, if they are really more lizard-like, then their legs will splay to the side, and they will usually run on all fours with the trademark serpentine flexing of the body. Again, different armor and different tactics arise out of it. Most lizard folk in my campaigns have stone-age technology. Steel weapons are stolen. </p><p></p><p>I approach it from the other direction, can these creatures even make their own weapons and armor? That requires mining capabilities, knowledge in metallurgy, forging, smithing, things that require not only intelligence but industry and some sort of civilization. While many of them stole these capabilities from other races, I would think that steel, weapons, and armor (that would need to be modified), are more valuable to them than coins. </p><p></p><p>As for the stat blocks, I agree - but gnolls have a specific special ability (rampage) that ties only with a melee attack. They have both a melee and a ranged attack, so which is more commonly used? I think closing for a melee attack is their preferred attack form, with the longbows used to soften up the target. Intelligent characters would work to use the long </p><p></p><p>Note that I also make firing into melee very difficult in my campaign, if you've ever tried archery you'll know that at short range it's deadly, but imagine trying to fire an arrow into a football or rugby game, when a runner is trying to squeeze through the line of scrimmage, and then try to target the runner with an arrow. The chances you'll hit the target you're aiming for is virtually none. Not to mention there's probably about a 50-50 chance that you'll hit one of your allies.</p><p></p><p>Now the gnolls might not care if they hit their allies, but if they are modeled after hyenas (which they were/are), and have an attack that is melee specific, then I think their general strategies would reflect that: Soften up and weaken the target with a few arrows, and then finish them off with a rampage. There would be a conundrum to the none-too-intelligent creatures - after the kill then they'll be fighting amongst themselves for the spoils. So the more aggressive ones will close sooner than the others.</p><p></p><p>RAW the game doesn't provide an opportunity for weakening a foe. But if they hit one a few times to the degree that they think they can kill them, they'll close. And the rampage ability is really killer. Imagine this scenario:</p><p></p><p>4 gnolls against 4 PCs. They start by firing arrows, perhaps 2 at who they perceive as the weakest, and 1 at two other targets to soften them up. The PCs will probably focus their fire and might take out one of the gnolls. Since they are hyena-like, whenever possible they will surround the group, so AoE spells are less effective (by luck, not intelligence). Round two the three remaining gnolls descend on the target they attacked with two arrows. All three gnolls attack, and if that character is dropped to 0, the killing gnoll, and the other one(s) that haven't attacked yet and still have a move then attack the next closest target they hit. If a gnoll struck the first target and didn't drop it to 0 it wouldn't benefit from its rage.</p><p></p><p>One of the reasons I really like this tactic, is that they target what they perceive is the weakest target, not the strongest or more dangerous as other intelligent monsters might. So at least the first time they are attacked it often takes the players by surprise. I would use a combination of the characters size, Strength, and max hit points as a rough guide for who looks weakest. But if somebody is separated from the party they will always be a target.</p><p></p><p>I also think they are somewhat cowardly. So if they are damaged to any significant amount (50% of max hit points), they'll run. Once a couple have run, the others will too. At that point, they'll continue to track their quarry, staying out of range where possible, and using their longbows to harass and soften them up, until a good opportunity presents itself to further the attack. I also think that they are noisy, with a loud, yelping and barking call that will attract more gnolls that can hear them. So when the party doesn't dispatch them early on, they can expect another attack, with more gnolls.</p><p></p><p>Their demonic origin accentuates these traits. They are cruel, and relentless. They may be cowards and retreat when needed, but they won't give up.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 6992188, member: 6778044"] It does, and it definitely goes beyond the original descriptions (just because I get bored with every humanoid having an upright stance that wears armor that somehow fits a human (and usually an elf, dwarf, etc.), and all collect coins. For example, bipedal creatures with a tail will more closely resemble a dinosaur in stance, because that's how a tail naturally positions the body of a bipedal creature when their legs are below their hip. Lizardfolk are a bit different, if they are really more lizard-like, then their legs will splay to the side, and they will usually run on all fours with the trademark serpentine flexing of the body. Again, different armor and different tactics arise out of it. Most lizard folk in my campaigns have stone-age technology. Steel weapons are stolen. I approach it from the other direction, can these creatures even make their own weapons and armor? That requires mining capabilities, knowledge in metallurgy, forging, smithing, things that require not only intelligence but industry and some sort of civilization. While many of them stole these capabilities from other races, I would think that steel, weapons, and armor (that would need to be modified), are more valuable to them than coins. As for the stat blocks, I agree - but gnolls have a specific special ability (rampage) that ties only with a melee attack. They have both a melee and a ranged attack, so which is more commonly used? I think closing for a melee attack is their preferred attack form, with the longbows used to soften up the target. Intelligent characters would work to use the long Note that I also make firing into melee very difficult in my campaign, if you've ever tried archery you'll know that at short range it's deadly, but imagine trying to fire an arrow into a football or rugby game, when a runner is trying to squeeze through the line of scrimmage, and then try to target the runner with an arrow. The chances you'll hit the target you're aiming for is virtually none. Not to mention there's probably about a 50-50 chance that you'll hit one of your allies. Now the gnolls might not care if they hit their allies, but if they are modeled after hyenas (which they were/are), and have an attack that is melee specific, then I think their general strategies would reflect that: Soften up and weaken the target with a few arrows, and then finish them off with a rampage. There would be a conundrum to the none-too-intelligent creatures - after the kill then they'll be fighting amongst themselves for the spoils. So the more aggressive ones will close sooner than the others. RAW the game doesn't provide an opportunity for weakening a foe. But if they hit one a few times to the degree that they think they can kill them, they'll close. And the rampage ability is really killer. Imagine this scenario: 4 gnolls against 4 PCs. They start by firing arrows, perhaps 2 at who they perceive as the weakest, and 1 at two other targets to soften them up. The PCs will probably focus their fire and might take out one of the gnolls. Since they are hyena-like, whenever possible they will surround the group, so AoE spells are less effective (by luck, not intelligence). Round two the three remaining gnolls descend on the target they attacked with two arrows. All three gnolls attack, and if that character is dropped to 0, the killing gnoll, and the other one(s) that haven't attacked yet and still have a move then attack the next closest target they hit. If a gnoll struck the first target and didn't drop it to 0 it wouldn't benefit from its rage. One of the reasons I really like this tactic, is that they target what they perceive is the weakest target, not the strongest or more dangerous as other intelligent monsters might. So at least the first time they are attacked it often takes the players by surprise. I would use a combination of the characters size, Strength, and max hit points as a rough guide for who looks weakest. But if somebody is separated from the party they will always be a target. I also think they are somewhat cowardly. So if they are damaged to any significant amount (50% of max hit points), they'll run. Once a couple have run, the others will too. At that point, they'll continue to track their quarry, staying out of range where possible, and using their longbows to harass and soften them up, until a good opportunity presents itself to further the attack. I also think that they are noisy, with a loud, yelping and barking call that will attract more gnolls that can hear them. So when the party doesn't dispatch them early on, they can expect another attack, with more gnolls. Their demonic origin accentuates these traits. They are cruel, and relentless. They may be cowards and retreat when needed, but they won't give up. [/QUOTE]
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