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General Tabletop Discussion
*Pathfinder & Starfinder
How a DM can counter cheesy PC tactics w/o using cheesy DM tactics.
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<blockquote data-quote="Tzarevitch" data-source="post: 507593" data-attributes="member: 1792"><p>Why is your DM having such a hard time with the Darkness coin trick. That is as old as 1st Edition. </p><p></p><p>Several people have hit on the most effective counter - move away. </p><p></p><p>If the rogue's foe double-moves away making sure to change direction at some point, the rogue has to double-move to follow. Unless he has a haste action, the only way you can attack is with a charge. In order to charge, the rogue has to move in a straight line. </p><p></p><p>The problem for the rogue is that his foe double-moved out of the darkness and took a turn somewhere in his move. His blindsight almost certainly has less range than his foe's double move so now his long range vision is effectively blinded by his own darkness. His foe is out of blindsight range and he can't see him to charge at him. Since there are 8 possible bearings to where the enemy now stands, If the rogue wants to charge blindly, roll 1d8 to see if he randomly chooses the right bearing. </p><p></p><p>Also, the DM should start equipping the NPCs with caltrops (improvised caltrops if necessary) or some other cheap ground obstacle. Caltrops are cheap (especially since improvides caltrops can be made out of nails and a potato) and it is perfectly reasonably for people to be carrying some. If the rogue does move through them in the darkness, he'll probably only do so once. I assume characters moving into an area littered with caltrops automatically hit them because no form of creature blindsight is going to pick up 3" caltrops lying on rough ground. </p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 507593, member: 1792"] Why is your DM having such a hard time with the Darkness coin trick. That is as old as 1st Edition. Several people have hit on the most effective counter - move away. If the rogue's foe double-moves away making sure to change direction at some point, the rogue has to double-move to follow. Unless he has a haste action, the only way you can attack is with a charge. In order to charge, the rogue has to move in a straight line. The problem for the rogue is that his foe double-moved out of the darkness and took a turn somewhere in his move. His blindsight almost certainly has less range than his foe's double move so now his long range vision is effectively blinded by his own darkness. His foe is out of blindsight range and he can't see him to charge at him. Since there are 8 possible bearings to where the enemy now stands, If the rogue wants to charge blindly, roll 1d8 to see if he randomly chooses the right bearing. Also, the DM should start equipping the NPCs with caltrops (improvised caltrops if necessary) or some other cheap ground obstacle. Caltrops are cheap (especially since improvides caltrops can be made out of nails and a potato) and it is perfectly reasonably for people to be carrying some. If the rogue does move through them in the darkness, he'll probably only do so once. I assume characters moving into an area littered with caltrops automatically hit them because no form of creature blindsight is going to pick up 3" caltrops lying on rough ground. Tzarevitch [/QUOTE]
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How a DM can counter cheesy PC tactics w/o using cheesy DM tactics.
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