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Holy cow my party has 3 strikers in it
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<blockquote data-quote="Silverblade The Ench" data-source="post: 4813037" data-attributes="member: 19083"><p>Machus,</p><p>yup, absolutely <em>nothing </em>could touch the kill rates of a point blank AOE group in Everquest <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Even with deaths, you'd get 3 or 4 times the amoutn of XP, in the same time, easily, as normal fighting methods.</p><p></p><p>And I don't dread the MMO refference <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p>Long since time folk accepted 4th ed is NOT an MMO, and that any edition of D&D should be open to pick up tricks and tips from <em>any </em>influence, as we've all been house rulling for decades anyway! </p><p>I wrote up a 2nd ed conversion for "X-COM" (in Europe, "UFO: ENEMY UNKNOWN"...damn I'll need ot put that back on my site, I think it's not on it currently)</p><p></p><p>A smart DM will play his NPcs appropriately: my players dread coming up against drow, mind flayers etc 'cause I'll play them as the very, very intelligent, tactical, sneaky, nasty dirty SOBs they are meant to be! <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p></p><p>Yes, many strikers have "get out of jail free cards", but they don't/may not work if they are surprised and stunned, or in auras/AOEs that stop shifting or whatever. Nor are they unlimited.</p><p>So if your uber high DPs character is stuck there in some unpleasant aura or effect, with a brute in his face and a skirmisher at his backside...hm...</p><p></p><p>Well played enemies will have ambushes, traps and other means of getting the drop on the party. That's why feats/powers that help with Perception, initiative and the like, can be more effective than having another high DPs power.</p><p></p><p>Can you imagine how nasty a drow strong point would be?! I can, muhaha!!</p><p>They absolutely would not spread out and come forward as easy meat for the kill...that's the job of the goblin slaves, and thus to show up where the heroes are: ripe targets for drow specialists to teleport/drop on them.</p><p></p><p>Hey, a little point, while rituals canot normally be used in a combat due to the time...what the hell do folk think a drow wizard will have been doing in the half hour the drow have know a bunch of sun-dwellers have been plodding towards them, eh? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>He'll open a special teleport, like a sort of reversed "Linked Portal", so allies can port directly to an area he knows close bye for a limited duration, one way travel, 'cause he obviously will have a Teleport Circle as they need that for supplies etc.</p><p></p><p>So you can imagine pairs or trios of drow soldiers/skirmishers porting to each PC once the drow have got the PCs style/plan worked out, or levitating safely down from heights or invisible or turning back to flesh after having been transformed ot stone stalagmites temporarily, or who knows what!</p><p></p><p>"Sending" would allow co-ordinated, devastating and logical tactics (you should always be able to justify such good combat teamwork).</p><p></p><p>And drow hunters will be ensconced in high up natural "bunkers" on cavern walls to turn enemies into pin cushions.</p><p></p><p>Meanwhile, the drow priestess will have been maybe summoning demons, spiders, or completes a Magic Circle that had previously been mostly set into the ground in silver, so it doesn't take long to do, thus blocking the only way through...or other nasty stuff.</p><p></p><p><em>Smart </em>enemies are a nightmare. That's the fun of fighting them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> 4h ed's very good at letting you do sneaky tactics wih them.</p><p>If all you rely on is pure damage to win...you could really be left short. It's a very valid way of settign a group up, I'm not saying it isn't as evidence and logic shows it can be superb, but it's not the be all and end all.</p></blockquote><p></p>
[QUOTE="Silverblade The Ench, post: 4813037, member: 19083"] Machus, yup, absolutely [I]nothing [/I]could touch the kill rates of a point blank AOE group in Everquest :p Even with deaths, you'd get 3 or 4 times the amoutn of XP, in the same time, easily, as normal fighting methods. And I don't dread the MMO refference ;) Long since time folk accepted 4th ed is NOT an MMO, and that any edition of D&D should be open to pick up tricks and tips from [I]any [/I]influence, as we've all been house rulling for decades anyway! I wrote up a 2nd ed conversion for "X-COM" (in Europe, "UFO: ENEMY UNKNOWN"...damn I'll need ot put that back on my site, I think it's not on it currently) A smart DM will play his NPcs appropriately: my players dread coming up against drow, mind flayers etc 'cause I'll play them as the very, very intelligent, tactical, sneaky, nasty dirty SOBs they are meant to be! :devil: Yes, many strikers have "get out of jail free cards", but they don't/may not work if they are surprised and stunned, or in auras/AOEs that stop shifting or whatever. Nor are they unlimited. So if your uber high DPs character is stuck there in some unpleasant aura or effect, with a brute in his face and a skirmisher at his backside...hm... Well played enemies will have ambushes, traps and other means of getting the drop on the party. That's why feats/powers that help with Perception, initiative and the like, can be more effective than having another high DPs power. Can you imagine how nasty a drow strong point would be?! I can, muhaha!! They absolutely would not spread out and come forward as easy meat for the kill...that's the job of the goblin slaves, and thus to show up where the heroes are: ripe targets for drow specialists to teleport/drop on them. Hey, a little point, while rituals canot normally be used in a combat due to the time...what the hell do folk think a drow wizard will have been doing in the half hour the drow have know a bunch of sun-dwellers have been plodding towards them, eh? ;) He'll open a special teleport, like a sort of reversed "Linked Portal", so allies can port directly to an area he knows close bye for a limited duration, one way travel, 'cause he obviously will have a Teleport Circle as they need that for supplies etc. So you can imagine pairs or trios of drow soldiers/skirmishers porting to each PC once the drow have got the PCs style/plan worked out, or levitating safely down from heights or invisible or turning back to flesh after having been transformed ot stone stalagmites temporarily, or who knows what! "Sending" would allow co-ordinated, devastating and logical tactics (you should always be able to justify such good combat teamwork). And drow hunters will be ensconced in high up natural "bunkers" on cavern walls to turn enemies into pin cushions. Meanwhile, the drow priestess will have been maybe summoning demons, spiders, or completes a Magic Circle that had previously been mostly set into the ground in silver, so it doesn't take long to do, thus blocking the only way through...or other nasty stuff. [I]Smart [/I]enemies are a nightmare. That's the fun of fighting them ;) 4h ed's very good at letting you do sneaky tactics wih them. If all you rely on is pure damage to win...you could really be left short. It's a very valid way of settign a group up, I'm not saying it isn't as evidence and logic shows it can be superb, but it's not the be all and end all. [/QUOTE]
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