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How do you 'nudge' your players away from tank mentality? (and high magic games)
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<blockquote data-quote="Agent Oracle" data-source="post: 3097445" data-attributes="member: 40076"><p>Put the barbarian against a Knight of equal level.</p><p></p><p>Knight has better AC (Between the fullplate and the shield AC bonus that knights get)</p><p></p><p>identical hit dice.</p><p></p><p>Better will save.</p><p></p><p>and the knight's challenges' give him the bonus to hit and damage without the loss of AC that a barbarian takes when raging.</p><p></p><p>Plus, Knights have a nifty code which they fight by, which encourages all manner of treachery. My 10th lvl knight build had improved unarmed strike, improved trip, and improved disarm. His basic tactic was to challenge a foe, take his weapon, knock him down, and then kick him inna teef. (Subdural damage, of course.) </p><p></p><p>Plus, the Bulwark of defense ensured that enemies could not simply crawl away from me once they were down (since it turns all spaces surrounding me into difficult terrain, moving 5' away was the same as moving 10' away, provoking an attack of opportunity.)</p><p></p><p>Everyone seems to mistake Knights for Paladins, in reality, they can fight just as dirty as any barbarian, If not dirtier.</p><p></p><p>Now, this IS a grudge NPC. Purely designed for the Barbarian to have to face him down, and remind the barbarian that he's not the only player in the game. </p><p></p><p>Now, towards getting the rest of the players to join in...</p><p></p><p>1. More traps. More traps. More traps. you have FIVE rogue-types in your game. for pity's sake... ad-lib some elaborate mechanical encounters wherein the meat shield will never survive. I'm talking about "elaborate" in terms of "The gears are larger than my head" elaborate. </p><p></p><p>Moving platforms. Ropes over open pits. Sudden reflex saves when pistons rocket out of the walls. Up the tech level dramaticly in this next "dungeon". Skill checks on top of skill checks on top of skill checks. If you want some references: try looking at FPS titles with jumping puzzles. the original Half-life was rife with 'em.</p><p></p><p>2. Take it out to sea. Two swashbucklers. A Ninja. Have 'em sail off for the oriental adventures.</p><p></p><p>3. Up the magic content. Poor Spellthief. how often does he actually get a steal in?</p><p></p><p>4. "This is a sneaking Mission" For pity's sake, give 'em some encounters where the barbarian will OVERTLY get his ass handed to him. a place where discretion would be the better part of valor.</p></blockquote><p></p>
[QUOTE="Agent Oracle, post: 3097445, member: 40076"] Put the barbarian against a Knight of equal level. Knight has better AC (Between the fullplate and the shield AC bonus that knights get) identical hit dice. Better will save. and the knight's challenges' give him the bonus to hit and damage without the loss of AC that a barbarian takes when raging. Plus, Knights have a nifty code which they fight by, which encourages all manner of treachery. My 10th lvl knight build had improved unarmed strike, improved trip, and improved disarm. His basic tactic was to challenge a foe, take his weapon, knock him down, and then kick him inna teef. (Subdural damage, of course.) Plus, the Bulwark of defense ensured that enemies could not simply crawl away from me once they were down (since it turns all spaces surrounding me into difficult terrain, moving 5' away was the same as moving 10' away, provoking an attack of opportunity.) Everyone seems to mistake Knights for Paladins, in reality, they can fight just as dirty as any barbarian, If not dirtier. Now, this IS a grudge NPC. Purely designed for the Barbarian to have to face him down, and remind the barbarian that he's not the only player in the game. Now, towards getting the rest of the players to join in... 1. More traps. More traps. More traps. you have FIVE rogue-types in your game. for pity's sake... ad-lib some elaborate mechanical encounters wherein the meat shield will never survive. I'm talking about "elaborate" in terms of "The gears are larger than my head" elaborate. Moving platforms. Ropes over open pits. Sudden reflex saves when pistons rocket out of the walls. Up the tech level dramaticly in this next "dungeon". Skill checks on top of skill checks on top of skill checks. If you want some references: try looking at FPS titles with jumping puzzles. the original Half-life was rife with 'em. 2. Take it out to sea. Two swashbucklers. A Ninja. Have 'em sail off for the oriental adventures. 3. Up the magic content. Poor Spellthief. how often does he actually get a steal in? 4. "This is a sneaking Mission" For pity's sake, give 'em some encounters where the barbarian will OVERTLY get his ass handed to him. a place where discretion would be the better part of valor. [/QUOTE]
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How do you 'nudge' your players away from tank mentality? (and high magic games)
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