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General Tabletop Discussion
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How are melee characters expected to deal with flying creatures?
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<blockquote data-quote="Tony Vargas" data-source="post: 4963278" data-attributes="member: 996"><p>My groups still in heroic levels, but we have come up against fliers. Some things that mitigate the problem of melee'ing them:</p><p></p><p> - Low cielings. Lots of fights happen in dungeons. If it's a 10' cieling - or a 15' cieling for a large flier, it can't just hover out of range of the melee types. If the melee types have reach, add another 5'. If the DM lets you jump-and-strike, you can stretch it a few more feet.</p><p></p><p>- Melee fliers. Sure, a lotta monsters fly, but many of them still need to melee to use thier best attacks. Even if they're skirmishers and can move in, hit, and fly away again, you can ready to hit them as they move into range.</p><p></p><p>- heavy thrown weapons. For the STR types.</p><p></p><p>- other enemies. In order for the melee types to be completely trumped all the monsters have to be flying.</p><p></p><p>- controllers. A variety of conditions can ground a flier. They can also get creative. In one combat with a flier, our wizard thought to move her stinking cloud above the battlefield, effectively creating a 'low cieling' effect. Another time it was a web cast at a flier early on, that stuck arround to similar effect. </p><p></p><p>- ranged pressure. Having a high-damage ranged character, like an archer-ranger, in the party makes the standoff option a lot less attractive to the monster.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 4963278, member: 996"] My groups still in heroic levels, but we have come up against fliers. Some things that mitigate the problem of melee'ing them: - Low cielings. Lots of fights happen in dungeons. If it's a 10' cieling - or a 15' cieling for a large flier, it can't just hover out of range of the melee types. If the melee types have reach, add another 5'. If the DM lets you jump-and-strike, you can stretch it a few more feet. - Melee fliers. Sure, a lotta monsters fly, but many of them still need to melee to use thier best attacks. Even if they're skirmishers and can move in, hit, and fly away again, you can ready to hit them as they move into range. - heavy thrown weapons. For the STR types. - other enemies. In order for the melee types to be completely trumped all the monsters have to be flying. - controllers. A variety of conditions can ground a flier. They can also get creative. In one combat with a flier, our wizard thought to move her stinking cloud above the battlefield, effectively creating a 'low cieling' effect. Another time it was a web cast at a flier early on, that stuck arround to similar effect. - ranged pressure. Having a high-damage ranged character, like an archer-ranger, in the party makes the standoff option a lot less attractive to the monster. [/QUOTE]
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How are melee characters expected to deal with flying creatures?
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