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I tried the 4 player standard, what a mess...
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<blockquote data-quote="Aloïsius" data-source="post: 3563754" data-attributes="member: 1191"><p>An ogre is a 15 feet tall monstruosity, IIRC. Should be able to wipe a bunch of ultra-low-level dudes if they don't find an intelligent tactic. </p><p></p><p>1) That means wisely chosen spells. </p><p></p><p>For the wizard : sleep, hypnotism, color spray, cause fear are probably the best choice. Grease, ray of enfeeblement, obscuring mist may help. At first level, damage dealing spells are usualu useless.</p><p></p><p>For the cleric : cause fear, command, sanctuary, doom.</p><p></p><p>2) that means planned attack</p><p>An Ogre is a melee monster. You don't want him to close in, so, if you have to fight him, do it on the open. The party should be buffed before initiative is rolled. idealy, the rogue locate the threat without beeing seen. He then reports to the party, who should plane an ambush. </p><p>* surprise round : projectile weapons, move 30 feet away. </p><p>* first round, projectile weapons, ogre close in, spells (if acting after the ogre) move 30 feet away</p><p>* second round : spells (cause fear, sleep), move 30 feet away, use projectile weapons. </p><p></p><p></p><p>In three rounds, that's 10 arrow/bolt fired at the target, with maybe 0 opportunity for the ogre to retaliate, and, with some luck (the ogre will save is +1 only), the ogre is incapacited.</p><p></p><p>First level PC ? Think about calltrops, oil and fire, tanglefoot bags... An ogre is heavy, large and dumb, they should be able to prepare a trap. Sure, if all they try is close combat, then they will die.</p></blockquote><p></p>
[QUOTE="Aloïsius, post: 3563754, member: 1191"] An ogre is a 15 feet tall monstruosity, IIRC. Should be able to wipe a bunch of ultra-low-level dudes if they don't find an intelligent tactic. 1) That means wisely chosen spells. For the wizard : sleep, hypnotism, color spray, cause fear are probably the best choice. Grease, ray of enfeeblement, obscuring mist may help. At first level, damage dealing spells are usualu useless. For the cleric : cause fear, command, sanctuary, doom. 2) that means planned attack An Ogre is a melee monster. You don't want him to close in, so, if you have to fight him, do it on the open. The party should be buffed before initiative is rolled. idealy, the rogue locate the threat without beeing seen. He then reports to the party, who should plane an ambush. * surprise round : projectile weapons, move 30 feet away. * first round, projectile weapons, ogre close in, spells (if acting after the ogre) move 30 feet away * second round : spells (cause fear, sleep), move 30 feet away, use projectile weapons. In three rounds, that's 10 arrow/bolt fired at the target, with maybe 0 opportunity for the ogre to retaliate, and, with some luck (the ogre will save is +1 only), the ogre is incapacited. First level PC ? Think about calltrops, oil and fire, tanglefoot bags... An ogre is heavy, large and dumb, they should be able to prepare a trap. Sure, if all they try is close combat, then they will die. [/QUOTE]
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I tried the 4 player standard, what a mess...
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