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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="hawkeyefan" data-source="post: 6993536" data-attributes="member: 6785785"><p>Yes, this is true, of course. </p><p></p><p></p><p></p><p>You don't, you can do whatever you want. But if you're going to discuss what you do, which constitutes testing if large mobs of enemies are effective against a group of PCs, and you remove most of the ranged capability of the enemies, and then draw the conclusion that they are weak opponents....expect some folks to point that out. The fiction is what the DM chooses it to be....the monsters behave how the DM chooses....the terrain is up to the DM....with all this points of influence, I think it's clear that the results of the encounter are largely due to DM choice rather than due to some inherent flaw in the game. </p><p></p><p></p><p></p><p>I honestly think you may have been playing Spirit Guardians a bit wrong. My understanding of the spell, both from how I read it and from rulings I've seen online, is that the spell does not damage anyone if the cleric moves and his movement is what places the enemy in the area of effect. It only affects a target when they first enter the area of effect, meaning they move into the aura not the aura moving to them, or when they start their turn there. </p><p></p><p>So depending on their starting points, many of the gnolls should have been able to reach the cleric before going down. If they started just outside the area of effect, on their turn they could enter and then attempt to save; even if they failed their save, they could still move 15' which would put them adjacent to the cleric after being subject to the spell only once.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 6993536, member: 6785785"] Yes, this is true, of course. You don't, you can do whatever you want. But if you're going to discuss what you do, which constitutes testing if large mobs of enemies are effective against a group of PCs, and you remove most of the ranged capability of the enemies, and then draw the conclusion that they are weak opponents....expect some folks to point that out. The fiction is what the DM chooses it to be....the monsters behave how the DM chooses....the terrain is up to the DM....with all this points of influence, I think it's clear that the results of the encounter are largely due to DM choice rather than due to some inherent flaw in the game. I honestly think you may have been playing Spirit Guardians a bit wrong. My understanding of the spell, both from how I read it and from rulings I've seen online, is that the spell does not damage anyone if the cleric moves and his movement is what places the enemy in the area of effect. It only affects a target when they first enter the area of effect, meaning they move into the aura not the aura moving to them, or when they start their turn there. So depending on their starting points, many of the gnolls should have been able to reach the cleric before going down. If they started just outside the area of effect, on their turn they could enter and then attempt to save; even if they failed their save, they could still move 15' which would put them adjacent to the cleric after being subject to the spell only once. [/QUOTE]
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Helping melee combat to be more competitive to ranged.
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