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Playing monsters "smart"
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<blockquote data-quote="kigmatzomat" data-source="post: 2344105" data-attributes="member: 9254"><p>I try. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I'm thinking that if someone was going to make the meta-strategy guide they could do what I did and work their way through all the common SAs and SQs. Each one lends towards a particular set of tactics. </p><p></p><p>I'm at lunch right now so here's a few more.</p><p></p><p>Blindsight/sense: These creatures work best in pitch black or, even better, inclement weather like fog or snow that eliminates darkvision. Sentient creatures will try to arrange those conditions, possibly by using smokesticks or just building a smoky fire. Blindsight/sense is also functional in very dense jungles where anything more than 3' away has total concealment. </p><p></p><p>Charm: creatures who can charm should do so before launching any attack, attempting to charm the entire group. They should present themselves at a distance to evaluate the effectiveness of the charm. They should approach the charmed ones in as peaceful a manner possible and attempt to maneuver one away from the others. Intelligent creatures should attempt to sow confusion, and if sufficiently cunning, convince an uncharmed creature to make the first attack. </p><p></p><p>Darkvision: prefers the night or underground where their senses give them an advantage.</p><p></p><p>Death attacks: target the scrawniest individuals first as they are least likely to make the save. You may get more "bang for your buck" by taking out the largest foe but the goal is to cut the numbers down quickly. Furthermore, creatures with death attack should milk it for all it's worth, attacking from ambushes and breaking off combat at the first sign they are not winning. In this case, quantity does have its own quality. </p><p></p><p>Disease: creatures with the disease ability should attack as many foes as quickly as possible and retreat so they can stalk the group for the next few days where they can continue trying to infect the healthy and injure the weak. Attacking while the sick/injured are sleeping is best, even if doing no damage, as interrupting sleep prevents healing. </p><p></p><p>Energy drain: has the advantage of healing the user. Typically it should be used to eliminate foes quickly but given the lack of a save it may actually be worthwhile to use on the strongest individuals. This tactic should be used when only one or two foes have attacks that are effective. </p><p></p><p>Etherealness: excellent for surveillance and stalking. An ethereal creature may take days to survey their victims and learn their habits. </p><p></p><p>Gaze attacks: creature prefers to function in full daylight, unless they have the unusual quality that their eyes glow. (Yes, I am that evil) Creatures with gaze are fairly bold and forgo stealth. They may however use subterfuge, mimicking other creatures' noises to attract victims. Creatures with gaze like open forests or cave systems where they can take advantage of the range of their gaze but with enough concealment that their foes are unlikely to identify them at distance and avoid them. </p><p></p><p>Invisibility: any creature than can be invisible should be invisible. Period. The world is a harsh and dangerous place. Only creatures that have a limited usage of invisibility should husband their invisibility. Invisibility should be the first action, preferrably followed by movement as long as it doesn't risk AoOs. Creatures with invisibility should also attempt to attack at range from concealment so they may become invisible again without being found. </p><p></p><p>Paralysis & hold: like stun, use it early, often and on as many opponents as feasible. If a creature appears immune, avoid/ignore it to eliminate other foes. </p><p></p><p>Trample: like pounce but better since it can be used on multiple foes. A trampler can attack from a moderate distance and race away when done. Tramples do NOT have to be in a straight line by the SRD so it can be selective. The goal of a trampler is to pulp one specific individual and catch as many more as possible. A smart trampler will avoid focusing on someone with evasion; remember the eternal goal is to eliminate as many foes as quickly as you can. Trampling does not need to hit AC so it can be used on otherwise unhittable targets. Furthermore, if you are careful in your path you can keep your foes too busy dodging (making reflex saves) to make their AoOs on you.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 2344105, member: 9254"] I try. ;) I'm thinking that if someone was going to make the meta-strategy guide they could do what I did and work their way through all the common SAs and SQs. Each one lends towards a particular set of tactics. I'm at lunch right now so here's a few more. Blindsight/sense: These creatures work best in pitch black or, even better, inclement weather like fog or snow that eliminates darkvision. Sentient creatures will try to arrange those conditions, possibly by using smokesticks or just building a smoky fire. Blindsight/sense is also functional in very dense jungles where anything more than 3' away has total concealment. Charm: creatures who can charm should do so before launching any attack, attempting to charm the entire group. They should present themselves at a distance to evaluate the effectiveness of the charm. They should approach the charmed ones in as peaceful a manner possible and attempt to maneuver one away from the others. Intelligent creatures should attempt to sow confusion, and if sufficiently cunning, convince an uncharmed creature to make the first attack. Darkvision: prefers the night or underground where their senses give them an advantage. Death attacks: target the scrawniest individuals first as they are least likely to make the save. You may get more "bang for your buck" by taking out the largest foe but the goal is to cut the numbers down quickly. Furthermore, creatures with death attack should milk it for all it's worth, attacking from ambushes and breaking off combat at the first sign they are not winning. In this case, quantity does have its own quality. Disease: creatures with the disease ability should attack as many foes as quickly as possible and retreat so they can stalk the group for the next few days where they can continue trying to infect the healthy and injure the weak. Attacking while the sick/injured are sleeping is best, even if doing no damage, as interrupting sleep prevents healing. Energy drain: has the advantage of healing the user. Typically it should be used to eliminate foes quickly but given the lack of a save it may actually be worthwhile to use on the strongest individuals. This tactic should be used when only one or two foes have attacks that are effective. Etherealness: excellent for surveillance and stalking. An ethereal creature may take days to survey their victims and learn their habits. Gaze attacks: creature prefers to function in full daylight, unless they have the unusual quality that their eyes glow. (Yes, I am that evil) Creatures with gaze are fairly bold and forgo stealth. They may however use subterfuge, mimicking other creatures' noises to attract victims. Creatures with gaze like open forests or cave systems where they can take advantage of the range of their gaze but with enough concealment that their foes are unlikely to identify them at distance and avoid them. Invisibility: any creature than can be invisible should be invisible. Period. The world is a harsh and dangerous place. Only creatures that have a limited usage of invisibility should husband their invisibility. Invisibility should be the first action, preferrably followed by movement as long as it doesn't risk AoOs. Creatures with invisibility should also attempt to attack at range from concealment so they may become invisible again without being found. Paralysis & hold: like stun, use it early, often and on as many opponents as feasible. If a creature appears immune, avoid/ignore it to eliminate other foes. Trample: like pounce but better since it can be used on multiple foes. A trampler can attack from a moderate distance and race away when done. Tramples do NOT have to be in a straight line by the SRD so it can be selective. The goal of a trampler is to pulp one specific individual and catch as many more as possible. A smart trampler will avoid focusing on someone with evasion; remember the eternal goal is to eliminate as many foes as quickly as you can. Trampling does not need to hit AC so it can be used on otherwise unhittable targets. Furthermore, if you are careful in your path you can keep your foes too busy dodging (making reflex saves) to make their AoOs on you. [/QUOTE]
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