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Playing monsters "smart"
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<blockquote data-quote="Saeviomagy" data-source="post: 2342333" data-attributes="member: 5890"><p>As opposed to, say, it being far from the herd, smaller than other members, moving significantly slower etc etc. I'd say that having unintelligent animals preferentially jump the arcanist is being more than a little unfair.</p><p></p><p>It's also worth bearing in mind the protection from alignment series of spells, which can seriously cripple any summoners tactics.</p><p></p><p>I meant that:</p><p>The 2d4 or 1d4 caused by proximity to the wall for a single round is largely irrelevant at the levels where a noble salamander will be encountered. I therefore dismiss it as an effective damage-dealing tactic. PC's are unlikely to remain near the wall voluntarily unless there is some pressing objective close to it. You cannot place the wall such that it's 2d6+level will hit anyone off the bat. Once placed, MOST PCs will have a means of passing the wall without harm, be that jumping over it, flying, teleporting, using resist fire etc etc.</p><p></p><p>The wall provides total concealment. Which means that in order to attack the salamander, the PC's must pass the wall. If the wall is close to the salamander, this means that the PC's are now likely to be within melee range. It's the equivalent of shrinking the room size.</p><p></p><p>Note that all of this assumes that a dispel magic is unsuccessful (since the salamander has a caster level of 15, this is pretty likely) and that the party don't have significant cold based damage dealing magics prepared (which, in the case of a spontaeneous summoned salamander, and given the general lameness of PHb ice-based damage spells also seems likely).</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 2342333, member: 5890"] As opposed to, say, it being far from the herd, smaller than other members, moving significantly slower etc etc. I'd say that having unintelligent animals preferentially jump the arcanist is being more than a little unfair. It's also worth bearing in mind the protection from alignment series of spells, which can seriously cripple any summoners tactics. I meant that: The 2d4 or 1d4 caused by proximity to the wall for a single round is largely irrelevant at the levels where a noble salamander will be encountered. I therefore dismiss it as an effective damage-dealing tactic. PC's are unlikely to remain near the wall voluntarily unless there is some pressing objective close to it. You cannot place the wall such that it's 2d6+level will hit anyone off the bat. Once placed, MOST PCs will have a means of passing the wall without harm, be that jumping over it, flying, teleporting, using resist fire etc etc. The wall provides total concealment. Which means that in order to attack the salamander, the PC's must pass the wall. If the wall is close to the salamander, this means that the PC's are now likely to be within melee range. It's the equivalent of shrinking the room size. Note that all of this assumes that a dispel magic is unsuccessful (since the salamander has a caster level of 15, this is pretty likely) and that the party don't have significant cold based damage dealing magics prepared (which, in the case of a spontaeneous summoned salamander, and given the general lameness of PHb ice-based damage spells also seems likely). [/QUOTE]
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