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<blockquote data-quote="Maggan" data-source="post: 4476986" data-attributes="member: 6616"><p>It's called Blood Crazed, and I think he's pulling it out of his left ear. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p> </p><p></p><p>Ah, yes, that's one thing that we've noticed. We've learned to never burn off the better powers until some time into the battle. And to take Short rests after each encounter where so is possible.</p><p> </p><p> </p><p></p><p>We roll all dice in the open, to avoid suspicion of DM fiat in any direction. It works well for us.</p><p></p><p> </p><p></p><p>That was lucky of course, but the thing that really made it difficult for the DM was the fact that only one of us engaged Irontooth. That meant that his Dual Axe ability was totally useless, since he was only fighting one opponent. And he was marked every round so he didn't move to engage anyone else, and my fighter has a lot of hit points, so 1d8+4 damage doesn't really matter that much. EDIT: well, it matters of course, but as the encounter played out, the main thing the fighter did was keep Irontooth contained, which he could have managed even with taking two or even three hits with the axe.</p><p></p><p>When we engaged in force, we realised that he was lethal (that was also when he went bloodied), and that's when he started dealing out real damage. A daily power or two and a devestating blow from the fighter and the rogue took care of that.</p><p> </p><p>But in the final analysis, I think the thing that tipped the scales to our advantage was that the fighter locked Irontooth down all by himself for four rounds, and then everyone else could descend on him like the wrath of Bahamut!</p><p></p><p>/M</p></blockquote><p></p>
[QUOTE="Maggan, post: 4476986, member: 6616"] It's called Blood Crazed, and I think he's pulling it out of his left ear. :D Ah, yes, that's one thing that we've noticed. We've learned to never burn off the better powers until some time into the battle. And to take Short rests after each encounter where so is possible. We roll all dice in the open, to avoid suspicion of DM fiat in any direction. It works well for us. That was lucky of course, but the thing that really made it difficult for the DM was the fact that only one of us engaged Irontooth. That meant that his Dual Axe ability was totally useless, since he was only fighting one opponent. And he was marked every round so he didn't move to engage anyone else, and my fighter has a lot of hit points, so 1d8+4 damage doesn't really matter that much. EDIT: well, it matters of course, but as the encounter played out, the main thing the fighter did was keep Irontooth contained, which he could have managed even with taking two or even three hits with the axe. When we engaged in force, we realised that he was lethal (that was also when he went bloodied), and that's when he started dealing out real damage. A daily power or two and a devestating blow from the fighter and the rogue took care of that. But in the final analysis, I think the thing that tipped the scales to our advantage was that the fighter locked Irontooth down all by himself for four rounds, and then everyone else could descend on him like the wrath of Bahamut! /M [/QUOTE]
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