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Protecting fallen comrades
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<blockquote data-quote="ValhallaGH" data-source="post: 5356493" data-attributes="member: 41187"><p>You misunderstood. The fact that PCs are wasting actions using Coup de Grace on monsters makes it easier for the other monsters (NPCs, whatever) to kill the PCs. Monsters don't waste time on CdG (barring personal grudges or sacrificial rituals) because they need all their actions to have a prayer of victory. If the PCs start wasting actions then it sucks to be the PCs.</p><p></p><p></p><p>So, because of a house rule that being unconscious provokes an AoO, you had to implement another house rule that you couldn't use an AoO on a dying foe.</p><p>... Why not just run it as written? Going unconscious does not provoke; falling prone does not provoke. Therefore, getting beaten to near death can't provoke.</p><p></p><p></p><p>You mean people reasonably argued for the Rules As Written? That was necessary?</p><p></p><p></p><p>No, critters get back up. That never surprises me. What amazes me are: <ul> <li data-xf-list-type="ul">That the fallen aren't already dead. In my experience foes either go to disabled (0) or go straight to dead. That pesky -1 to -9? Skip that, go straight to -16 and expire.</li> <li data-xf-list-type="ul">That PCs don't simply Fireball / Burning Hands the area and kill the wounded (who automatically fail their reflex save, being helpless and all) and the previously unwounded that way.</li> <li data-xf-list-type="ul">That there are enemy clerics that don't provoke with their healing spells.</li> <li data-xf-list-type="ul">That the enemy clerics aren't the first target of the PCs. That's just poor planning on the PCs' part.</li> <li data-xf-list-type="ul">That the enemy clerics prepared enough healing spells to feel that spending some on their allies was useful. (Or that the party is fighting good clerics who can spontaneously heal.)</li> <li data-xf-list-type="ul">That you find ways to punish PCs for tactically intelligent responses to how you run your foes. "Foes that we put near death keep being healed and returning to the fight. From now on, kill it before you move on," is an intelligent response to the circumstances you're describing. Punishing them for it seems lame, to me.</li> </ul><p></p><p></p><p>Whine? "Oh no, it's an AoO! From an orc, with a +4 attack. Against my 23 AC. And he's already used his AoO for this round. Never mind."</p><p>Move to Ally: maybe? Depends on too much to cover here.</p><p>Pick up: AoO. </p><p>End turn (two move actions): No AoO.</p><p>Withdraw: No AoO for the first 5'.</p><p></p><p></p><p>Explain how making pick up is unrealistic.</p><p></p><p></p><p>Monsters ignore fallen PCs for the same reason PCs ignore fallen monsters; they're either dead, dying, or can be killed after the fight. Dropping the active characters right-the-hell-now is a lot more important.</p><p></p><p>Area effects are nasty for everyone. ><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5356493, member: 41187"] You misunderstood. The fact that PCs are wasting actions using Coup de Grace on monsters makes it easier for the other monsters (NPCs, whatever) to kill the PCs. Monsters don't waste time on CdG (barring personal grudges or sacrificial rituals) because they need all their actions to have a prayer of victory. If the PCs start wasting actions then it sucks to be the PCs. So, because of a house rule that being unconscious provokes an AoO, you had to implement another house rule that you couldn't use an AoO on a dying foe. ... Why not just run it as written? Going unconscious does not provoke; falling prone does not provoke. Therefore, getting beaten to near death can't provoke. You mean people reasonably argued for the Rules As Written? That was necessary? No, critters get back up. That never surprises me. What amazes me are: [list=a] [*]That the fallen aren't already dead. In my experience foes either go to disabled (0) or go straight to dead. That pesky -1 to -9? Skip that, go straight to -16 and expire. [*]That PCs don't simply Fireball / Burning Hands the area and kill the wounded (who automatically fail their reflex save, being helpless and all) and the previously unwounded that way. [*]That there are enemy clerics that don't provoke with their healing spells. [*]That the enemy clerics aren't the first target of the PCs. That's just poor planning on the PCs' part. [*]That the enemy clerics prepared enough healing spells to feel that spending some on their allies was useful. (Or that the party is fighting good clerics who can spontaneously heal.) [*]That you find ways to punish PCs for tactically intelligent responses to how you run your foes. "Foes that we put near death keep being healed and returning to the fight. From now on, kill it before you move on," is an intelligent response to the circumstances you're describing. Punishing them for it seems lame, to me. [/list] Whine? "Oh no, it's an AoO! From an orc, with a +4 attack. Against my 23 AC. And he's already used his AoO for this round. Never mind." Move to Ally: maybe? Depends on too much to cover here. Pick up: AoO. End turn (two move actions): No AoO. Withdraw: No AoO for the first 5'. Explain how making pick up is unrealistic. Monsters ignore fallen PCs for the same reason PCs ignore fallen monsters; they're either dead, dying, or can be killed after the fight. Dropping the active characters right-the-hell-now is a lot more important. Area effects are nasty for everyone. >:-) [/QUOTE]
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