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How to rate the overkill encounter
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<blockquote data-quote="ElectricDragon" data-source="post: 7382932" data-attributes="member: 10778"><p>I apologize for totally misreading your original post.</p><p></p><p>So the party has come up with neither new tactics nor ideas for combatting the flying monkeys?</p><p></p><p>Off the top of my head, rules of engagement:</p><p>1. Always look to equalize your opponent.</p><p></p><p>Fog, smoke, darkness (unless opponents have darkvision), wind, and rain will all mess with missile weapons. Not to mention missile protection spells, <em>blur</em>, and a gazillion other arcane spells. In addition, fog and smoke allow your rogue to hide from their obscuring properties. Smoke has drawback of choking those within it, but whatever works. No missile weapons = melee range.</p><p></p><p>Wind and/or rain can take out flying ability. (<em>Control Winds, Control Weather</em>). Non-flying monkeys are much easier to deal with. Or add flying to the party to equalize things (bird: not so much, maybe hawk or eagle).</p><p></p><p>winged flying creatures have to land when subjected to a certain percentage of damage to their total hp, so dealing damage any way could knock some out of the sky (<em>produce flame</em> should be especially good versus feathered wings, DM choice).</p><p></p><p>Battlefield control spells (<em>grease, slow</em>, etc.) will work better on grounded opponents. <em>Slow</em> affects fly speed to remain in flight (unless the monkeys can hover, almost a necessity when using bows)</p><p></p><p>2. Look for your own advantages.</p><p>Some of the same things from above apply here: fog, smoke, darkness (Hide); <em>invisibility, blur, mirror image, </em>etc.; flying ability or high winds to remove that ability; battlefield control spells (various wall spells to constrain the area, <em>grease, haste</em>, etc.) Summoned allies (animals, monsters, demons, devils, angels, or modrons), especially when used to flank the enemy.</p><p></p><p>buff spells (<em>barkskin, armor, shield, aid, bless, prayer, etc.</em>)</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7382932, member: 10778"] I apologize for totally misreading your original post. So the party has come up with neither new tactics nor ideas for combatting the flying monkeys? Off the top of my head, rules of engagement: 1. Always look to equalize your opponent. Fog, smoke, darkness (unless opponents have darkvision), wind, and rain will all mess with missile weapons. Not to mention missile protection spells, [I]blur[/I], and a gazillion other arcane spells. In addition, fog and smoke allow your rogue to hide from their obscuring properties. Smoke has drawback of choking those within it, but whatever works. No missile weapons = melee range. Wind and/or rain can take out flying ability. ([I]Control Winds, Control Weather[/I]). Non-flying monkeys are much easier to deal with. Or add flying to the party to equalize things (bird: not so much, maybe hawk or eagle). winged flying creatures have to land when subjected to a certain percentage of damage to their total hp, so dealing damage any way could knock some out of the sky ([I]produce flame[/I] should be especially good versus feathered wings, DM choice). Battlefield control spells ([I]grease, slow[/I], etc.) will work better on grounded opponents. [i]Slow[/I] affects fly speed to remain in flight (unless the monkeys can hover, almost a necessity when using bows) 2. Look for your own advantages. Some of the same things from above apply here: fog, smoke, darkness (Hide); [I]invisibility, blur, mirror image, [/I]etc.; flying ability or high winds to remove that ability; battlefield control spells (various wall spells to constrain the area, [I]grease, haste[/I], etc.) Summoned allies (animals, monsters, demons, devils, angels, or modrons), especially when used to flank the enemy. buff spells ([I]barkskin, armor, shield, aid, bless, prayer, etc.[/I]) [/QUOTE]
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