I hate reach and attacks of opportunity (old thread)

I appreciate why some players - especially veteran, jaded players - like to play characters that are out of the norm. However, IMHO, when a DM has to create special situations/opponents just to deal with one particular player's aberrant character, then that player character is unbalancing the campaign and is a drag on things. So, even if that player has factored in the ECL and whatever, that character still should not be allowed.

Patman21967 said:
...or I take him out with a spellcaster, and the rest of the party gets mashed.

See? This is what I mean. You use an opponent designed especially to deal with that player character, and the rest of your players are screwed.
 

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Patman21967 said:
One of my players is a Half-Dragon/Minotaur.

What level is this guy?

As the party advances the high EL is going to catch up to him. Lower saves and believe it or not, lower hit points will be the hallmark of this PC. This is one of the reasons I discourage (but still permit) my players from making characters with EL+1
 

Thanee said:
Firelance said:
Command: drop (Clr 1). Will save or drop weapon.
Couldn't that also be understood as dropping oneself to the floor? :)
Nope, the spell description lists them as separate commands:
SRD said:
Command
...
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
...
Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
...
If the subject can’t carry out your command on its next turn, the spell automatically fails.
Don't you love it when the DM can't arbitrarily nerf your abilities? ;)
 

Azlan said:
I appreciate why some players - especially veteran, jaded players - like to play characters that are out of the norm. However, IMHO, when a DM has to create special situations/opponents just to deal with one particular player's aberrant character, then that player character is unbalancing the campaign and is a drag on things. So, even if that player has factored in the ECL and whatever, that character still should not be allowed.

The GM shouldn't have to create special situations for this PC. He's a MELEE FIGHTER. He happens to be a big melee fighter, and one with one of the better race/template combos out there, but at the level he must be to be even remotely effective with LA +5, he should be easily outpaced by a 100% core druid... who, incidentally, can both be Large all the time in a dungeon but still get through tight spaces, with the option of becoming Huge (animal growth) has a BETTER base attack bonus, AND casts spells. That's assuming the druid can't already become Huge, in which case he can become Gargantuan.

You could mirror-match this cat with a CR 6 creature. :confused:

Heck, from what the OP described, what this half-dragon minotaur is doing could be done by ANYONE with a glaive. Not to mention anyone with a 1st level spell (enlarge person) cast on him.

If the GM of at least 11th level characters has to create 'special situations' to deal with an 8 gp non-magical item from the PHB or a 250 gp potion from the DMG, there is a serious problem.
 




I'm a big fan of reach and AoO. My spiked-chain wielder with Improved Trip, Sunder, and Combat Reflexes is too much fun to play. The DM in the game allows me to pick on Mooks, which makes me happy, and sends in the spring attacking, high defense, magic-wileding bad-guys, which makes him happy. If, every once in a while, I get to take out a big nasty's weapon, then that's just gravy (whoa that's a lot of commas.).

From the DM's perspective, it can be tough to deal with such characters. Like many others have stated, bring in additional lesser foes, and play your chief enemies with savvy and poise - magic, arrows, reach of their own, etc.

And why, why didn't you just say to your player - a dragon breeding with minotaurs? The hatchlings are too gross to contemplate for a PC in my game!
 

You know, the only thing I can come up with that would make the minotaur remotely broken would be a poor selection of opponents.

Strangely enough, CR 1/2 orcs die really, really well when they charge him.

However, once you hit 11th level, you start facing things like Golems. They do not drop with one hit, which is all he'll get off on them.

Mega-reach is a lot like having won initiative.

Cheers!
 

What about incorporeal creatures? Sure, he'll hit some of the time, but not all of the time. And when the incorporeal creatures strike, the chances are good that his capabilities will begin to degrade quite seriously.

Unless he has a ghost touch weapon, in which case, disregard.
 

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