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General Tabletop Discussion
*Pathfinder & Starfinder
How do you deal with Hardness 20? (Spoilers for The Infernal Syndrome)
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<blockquote data-quote="N'raac" data-source="post: 5949491" data-attributes="member: 6681948"><p>Absolutely - but you can take a lot of different steps to be able to hit it harder with the right preparation, and you can plan for characters whose expertise isn't hitting harder to better contribute in support roles.</p><p></p><p></p><p></p><p>Which may well change the initial encounter from "destroy the foe" to "extract teammates, retreat, regroup and plan". That would be the point, at least in our group, where the whole Cleric spell list gets a once over ("oh, look - freedom of movement will prevent the Grab!") for helpful spells.</p><p></p><p>An old 3rd Ed war story. Our party had developed some decent tactical synergies that worked well for us into the mid levels (probably about 7 or 8, coincidentally). We then went up against a scenario with a lot of incorporeal opponents. We were getting our heads handed to us.</p><p></p><p>We were able to back out to a safer location and regroup, whereupon we started reviewing options. First point of recognition, the reverse of your group's, was that we need to hit BETTER, not HARDER. I think the Cleric's entire spell list changed. The Sorcerer used up much of his L1 firepower on Mage Armor. A number of other, small and large, tactical changes went through the discussion process.</p><p></p><p>We then sliced through the opposition using the new battle plans. Very satisfying - in fact, much more satisfying than having the same old tactics keep working would have been, since we could see the improvement our planning resulted in.</p></blockquote><p></p>
[QUOTE="N'raac, post: 5949491, member: 6681948"] Absolutely - but you can take a lot of different steps to be able to hit it harder with the right preparation, and you can plan for characters whose expertise isn't hitting harder to better contribute in support roles. Which may well change the initial encounter from "destroy the foe" to "extract teammates, retreat, regroup and plan". That would be the point, at least in our group, where the whole Cleric spell list gets a once over ("oh, look - freedom of movement will prevent the Grab!") for helpful spells. An old 3rd Ed war story. Our party had developed some decent tactical synergies that worked well for us into the mid levels (probably about 7 or 8, coincidentally). We then went up against a scenario with a lot of incorporeal opponents. We were getting our heads handed to us. We were able to back out to a safer location and regroup, whereupon we started reviewing options. First point of recognition, the reverse of your group's, was that we need to hit BETTER, not HARDER. I think the Cleric's entire spell list changed. The Sorcerer used up much of his L1 firepower on Mage Armor. A number of other, small and large, tactical changes went through the discussion process. We then sliced through the opposition using the new battle plans. Very satisfying - in fact, much more satisfying than having the same old tactics keep working would have been, since we could see the improvement our planning resulted in. [/QUOTE]
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Community
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How do you deal with Hardness 20? (Spoilers for The Infernal Syndrome)
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