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How do you DM's deal with "Dogpile on the evil wizard" tactics?
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<blockquote data-quote="Shallown" data-source="post: 1510971" data-attributes="member: 1368"><p>Yeah an item that could activate a freedom of movement or a cleric minion to do the same. I can't stress the usefulness of Mirror image enough. Also greater invis, displacement etc are all good ideas. Flyis also useful to avoid being ground bound. Wands and potions can get you some of these things.</p><p></p><p>Summoning can be useful to drop a wall of things the players can't always run around or through.</p><p></p><p>Wall spells work as well or physical barriers like a 3 foot wall. Enough for cover but not blocking line of sight or line of effect. Stops those who charge and slows down movement as well. Hopping a wall takes some effort and that 5 foot area of grease (magical or not) makes those balance checks landing on the other side hard. </p><p></p><p>Also pit traps between caster and characters may shut them down as well. Knowing the terrain can be a hug advantage. Even making sure the floor is tiled in different colors allows the bad guys to move without fear as they know the blue tiles are traps. And once the PC's figure it out they start moving around those so you control their movement. Always an important tactic. </p><p></p><p>As far as disrupting spell casting that's more difficult but invisibility, the mirror images and displacement make all that more unlikely they'll stop the spell casting which will then be directed at the most threatening guy. the one disrupting the spells at range.</p><p></p><p>later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1510971, member: 1368"] Yeah an item that could activate a freedom of movement or a cleric minion to do the same. I can't stress the usefulness of Mirror image enough. Also greater invis, displacement etc are all good ideas. Flyis also useful to avoid being ground bound. Wands and potions can get you some of these things. Summoning can be useful to drop a wall of things the players can't always run around or through. Wall spells work as well or physical barriers like a 3 foot wall. Enough for cover but not blocking line of sight or line of effect. Stops those who charge and slows down movement as well. Hopping a wall takes some effort and that 5 foot area of grease (magical or not) makes those balance checks landing on the other side hard. Also pit traps between caster and characters may shut them down as well. Knowing the terrain can be a hug advantage. Even making sure the floor is tiled in different colors allows the bad guys to move without fear as they know the blue tiles are traps. And once the PC's figure it out they start moving around those so you control their movement. Always an important tactic. As far as disrupting spell casting that's more difficult but invisibility, the mirror images and displacement make all that more unlikely they'll stop the spell casting which will then be directed at the most threatening guy. the one disrupting the spells at range. later [/QUOTE]
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How do you DM's deal with "Dogpile on the evil wizard" tactics?
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