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General Tabletop Discussion
*Pathfinder & Starfinder
PC hit points vs Monster hit points
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4707589" data-attributes="member: 5143"><p>I have to agree that tactics only take you so far in D&D. Most of the scenarios that were described would end in the party being trapped in melee with the monsters in any game I've played in.</p><p></p><p>The average scenario with the Rogue would go something like this:</p><p>20 Dex Eladrin Rogue with +10 as his stealth check at 1st level. He can't move ahead without the party since he can't see without a light source. If he brings a light source with him, he can't make hide checks since he no longer has cover or concealment. Enemies have Darkvision and can see the light source coming from as far away as they have line of sight. So, he decides to bring a light source of some sort with him. He reaches a door. He opens it. The surprise round starts since the enemies are in complete darkness and no perception check can detect them. They are standing still so there is no perception check to hear them.</p><p></p><p>They all heard the Rogue coming, because they got 8 rolls against the Rogue's Stealth check and one of them rolled high. Plus, they heard the screams of their dying friends from down the hall when the PCs killed them in the previous encounter and got ready, plus they saw the light source coming from under the door, and so on.</p><p></p><p>After a round of the enemies firing at the Rogue, he runs 2 times. This lets him move 16. They move 6, which lets some of them move into the hallway. Then they fire again. Of course, that assumes the Rogue rolled higher than them in Init. If he didn't, then they surround him so he has to use teleportation to get away and get another free attack on him.</p><p></p><p>It's the kind of situation no one wants to be in, so our Rogues never walk ahead, because they tend to get knocked below 0 before they can take an action if they do.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4707589, member: 5143"] I have to agree that tactics only take you so far in D&D. Most of the scenarios that were described would end in the party being trapped in melee with the monsters in any game I've played in. The average scenario with the Rogue would go something like this: 20 Dex Eladrin Rogue with +10 as his stealth check at 1st level. He can't move ahead without the party since he can't see without a light source. If he brings a light source with him, he can't make hide checks since he no longer has cover or concealment. Enemies have Darkvision and can see the light source coming from as far away as they have line of sight. So, he decides to bring a light source of some sort with him. He reaches a door. He opens it. The surprise round starts since the enemies are in complete darkness and no perception check can detect them. They are standing still so there is no perception check to hear them. They all heard the Rogue coming, because they got 8 rolls against the Rogue's Stealth check and one of them rolled high. Plus, they heard the screams of their dying friends from down the hall when the PCs killed them in the previous encounter and got ready, plus they saw the light source coming from under the door, and so on. After a round of the enemies firing at the Rogue, he runs 2 times. This lets him move 16. They move 6, which lets some of them move into the hallway. Then they fire again. Of course, that assumes the Rogue rolled higher than them in Init. If he didn't, then they surround him so he has to use teleportation to get away and get another free attack on him. It's the kind of situation no one wants to be in, so our Rogues never walk ahead, because they tend to get knocked below 0 before they can take an action if they do. [/QUOTE]
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PC hit points vs Monster hit points
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