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<blockquote data-quote="Stormonu" data-source="post: 9794105" data-attributes="member: 52734"><p>A note on <em>Cloaks of Displacement</em> - they can be taken out of the picture by attacks against saves (such as area effect spells like Fireball, <em>Web</em> or spells that entangle) or the likes of <em>Magic Missile</em>, that allies of the attacker can then use to their advantage - until the player's next turn.</p><p></p><p>The big thing is, don't rely on one way to attack characters - AC, saves or whatnot. Always assume whatever you throw at characters, <em>at least</em> one PC will have a good defense against it. Hit them from all directions and ways to spread the hurt and the method of injury. Though players should see an advantage if they make defense a priority, it shouldn't become a cure-all to prevent adversity.</p><p></p><p>Sometimes the best way to challenge players is to find ways to <em>not</em> let them solve things with violence or whatever their Standard Operating Procedure is - high AC doesn't help you, for example, when you fall in a pit or are dodging a <em>Fireball</em>. Throw occasional curveballs at them - at least once per adventure if you can. Don't be afraid to stack or combine effects (such as the above mentioned pit in the area of a <em>Antimagic Shell</em>) to throw PCs off-balance - someone will have a feature that will get a chance to shine (such as the Monk's Slow Fall ability in the prior example).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9794105, member: 52734"] A note on [I]Cloaks of Displacement[/I] - they can be taken out of the picture by attacks against saves (such as area effect spells like Fireball, [I]Web[/I] or spells that entangle) or the likes of [I]Magic Missile[/I], that allies of the attacker can then use to their advantage - until the player's next turn. The big thing is, don't rely on one way to attack characters - AC, saves or whatnot. Always assume whatever you throw at characters, [I]at least[/I] one PC will have a good defense against it. Hit them from all directions and ways to spread the hurt and the method of injury. Though players should see an advantage if they make defense a priority, it shouldn't become a cure-all to prevent adversity. Sometimes the best way to challenge players is to find ways to [I]not[/I] let them solve things with violence or whatever their Standard Operating Procedure is - high AC doesn't help you, for example, when you fall in a pit or are dodging a [I]Fireball[/I]. Throw occasional curveballs at them - at least once per adventure if you can. Don't be afraid to stack or combine effects (such as the above mentioned pit in the area of a [I]Antimagic Shell[/I]) to throw PCs off-balance - someone will have a feature that will get a chance to shine (such as the Monk's Slow Fall ability in the prior example). [/QUOTE]
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