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podcast: 4th edition combat too long
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<blockquote data-quote="Kishin" data-source="post: 4313855" data-attributes="member: 40956"><p>I'm very much inclined to agree here. People were rolling 30+ and missing. Assuming 15th level characters with +6 or so in their primary stat, +7 from half level, and +3 weapons/implements, we're looking at misses on like, 16. That's only a 20% chance to hit. Those are very unfavorable odds.</p><p></p><p>Someone mentioned something about postgame analysis, so here's my two cents on the matter.</p><p></p><p>1) The most important part of that encounter, by far, was divide and conquer. As soon as it became apparent the Mind Flayer could juxtapose thralls in the way of attacks, there should have been a conscious effort to keep them as far from him as possible. (This might have happened had the Thunderwave the Fighter/Wizard used not missed, or his Tide of Iron). With two defenders and the aid of a controller, one should be able to keep the Minotaur and the two rakshasas occupied.</p><p></p><p>2) The rogue's strategy was the best thinking done in that entire encounter. That Mind Flayer needed to be locked down/denied as many actions as possible, if not focus fired down immediately. Enemy controllers are bad bad news, especially high level ones with AoEs and the ability to dominate party members. All the Minotaur and the Rakshasa could do were hit people and push them around.</p><p></p><p>3) FOCUS FIRE. This is 4E, and not only that, a 4E battle against high level elite monsters. You aren't soloing anything. Pick a threat, and pound it into the ground. There was a bit of this on the Mind Flayer, but not enough.</p><p></p><p>4) Do not blow your action points early on unless you can make a serious impact. Someone else already pointed this out in the thread, so I apologize for stealing their thunder. Knocking out the Mind Flayer was such a thing.</p><p></p><p>5) Don't roll 3 ones in a row. <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>Short form, in '4E is WoW!" terms: "Tank the adds off to the side, DPS boss." <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></blockquote><p></p>
[QUOTE="Kishin, post: 4313855, member: 40956"] I'm very much inclined to agree here. People were rolling 30+ and missing. Assuming 15th level characters with +6 or so in their primary stat, +7 from half level, and +3 weapons/implements, we're looking at misses on like, 16. That's only a 20% chance to hit. Those are very unfavorable odds. Someone mentioned something about postgame analysis, so here's my two cents on the matter. 1) The most important part of that encounter, by far, was divide and conquer. As soon as it became apparent the Mind Flayer could juxtapose thralls in the way of attacks, there should have been a conscious effort to keep them as far from him as possible. (This might have happened had the Thunderwave the Fighter/Wizard used not missed, or his Tide of Iron). With two defenders and the aid of a controller, one should be able to keep the Minotaur and the two rakshasas occupied. 2) The rogue's strategy was the best thinking done in that entire encounter. That Mind Flayer needed to be locked down/denied as many actions as possible, if not focus fired down immediately. Enemy controllers are bad bad news, especially high level ones with AoEs and the ability to dominate party members. All the Minotaur and the Rakshasa could do were hit people and push them around. 3) FOCUS FIRE. This is 4E, and not only that, a 4E battle against high level elite monsters. You aren't soloing anything. Pick a threat, and pound it into the ground. There was a bit of this on the Mind Flayer, but not enough. 4) Do not blow your action points early on unless you can make a serious impact. Someone else already pointed this out in the thread, so I apologize for stealing their thunder. Knocking out the Mind Flayer was such a thing. 5) Don't roll 3 ones in a row. ;) Short form, in '4E is WoW!" terms: "Tank the adds off to the side, DPS boss." ;) [/QUOTE]
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podcast: 4th edition combat too long
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