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General Tabletop Discussion
*Pathfinder & Starfinder
Monster tactics 101?
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<blockquote data-quote="Kannon" data-source="post: 5537658" data-attributes="member: 95097"><p>Skirmishers are fun. Especially if half the party has high AC. Those you don't have to feel so bad about trying to nerf the defender using, since that's what skirmishers are meant to do.</p><p></p><p>Controllers that aren't shy about knocking the party around or into nasty traps do a lot to threaten the party, too. Heavy armor doesn't help against pits. Most of the time. (The defender in my party got a natural 20 on an acrobatics save against a trap. So with his -3 skill bonus, he just barely made it. Only 20 he's gotten yet.)</p><p></p><p>Oddly enough, I'm concerned about accidentally killing them when I mean to just scare the bejesus out of them. Take for instance, the Jhakar tracker. Also a dark sun monster, it does 3d6+4 with CA on it's at-will, and has an immediate reaction encounter that does 3d6+4 without CA. I apparently wasn't paying attention and paired them up with a couple of brutes to flank with and a controller with a recharge 5 ability that made the target grant CA to adjacent enemies. Whoops. Should have known adapting a Gamma World power was a bad idea. Put the fear of Dark Sun into them, and no deaths, though half the party went into negatives.</p><p></p><p>They remembered the trackers when they showed up later and made very, very sure to not let them get into position, though. (And made sure to warn the NPC they were guarding about them too. Which was a nice touch.)</p><p></p><p>I'm also fond of controllers with forced movement abilities. Especially near aforementioned traps/hazards. It makes them think a lot more about their positioning when someone can kick them into a pillar of burning pain.</p></blockquote><p></p>
[QUOTE="Kannon, post: 5537658, member: 95097"] Skirmishers are fun. Especially if half the party has high AC. Those you don't have to feel so bad about trying to nerf the defender using, since that's what skirmishers are meant to do. Controllers that aren't shy about knocking the party around or into nasty traps do a lot to threaten the party, too. Heavy armor doesn't help against pits. Most of the time. (The defender in my party got a natural 20 on an acrobatics save against a trap. So with his -3 skill bonus, he just barely made it. Only 20 he's gotten yet.) Oddly enough, I'm concerned about accidentally killing them when I mean to just scare the bejesus out of them. Take for instance, the Jhakar tracker. Also a dark sun monster, it does 3d6+4 with CA on it's at-will, and has an immediate reaction encounter that does 3d6+4 without CA. I apparently wasn't paying attention and paired them up with a couple of brutes to flank with and a controller with a recharge 5 ability that made the target grant CA to adjacent enemies. Whoops. Should have known adapting a Gamma World power was a bad idea. Put the fear of Dark Sun into them, and no deaths, though half the party went into negatives. They remembered the trackers when they showed up later and made very, very sure to not let them get into position, though. (And made sure to warn the NPC they were guarding about them too. Which was a nice touch.) I'm also fond of controllers with forced movement abilities. Especially near aforementioned traps/hazards. It makes them think a lot more about their positioning when someone can kick them into a pillar of burning pain. [/QUOTE]
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