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Ranged party member keeps running off the map
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<blockquote data-quote="Hussar" data-source="post: 7106570" data-attributes="member: 22779"><p>Gonna parrot the line here. Terrain is your friend. PC removes himself, say, 100 feet? Well, trees, bushes, even small rises and falls in the terrain pretty much negate that advantage. </p><p></p><p>And, even in an open field, that's an easy thing to do. Grass is 4 feet high, which provides total concealment to anything that kneels. Put a couple of rises on your map and now virtually everything at that range has partial or 3/4 cover. One of the bigger problems is that battlemaps, almost always, neglect any verticality. There's the map with absolutely no rise and fall to it. I understand why. It's easier to draw. But, realistically, ground is almost never flat.</p><p></p><p>As far as slow monster speeds go, I'm not sure that's really true. Lots of creatures have moments of 40-50 feet. It's not that hard for one or more of the baddies to break off and challenge the ranged shooter, if they choose to. Or, better yet, fall back to get out of sight lines. </p><p></p><p>But, to answer the OP, the easiest solution here is just to use bigger maps. Add a bit more area to play in. </p><p></p><p>As far as sending that one tank up while the rest of the party kites, that's a pretty easy thing to solve. The baddies just ignore the dodging heavy armor fighter and rush past him. Sure, they might eat an OA on the way by, but, who cares? One monster might get tagged for a single attack while the other three or four rush past unopposed. There is no "stickiness" to defenders in 5e. Why am I bothering wasting a bunch of attacks on this guy when I can just ignore him (he's not attacking after all) and go eat the squishy guys in the back?</p><p></p><p>The solution to kiting is the same as the real world solution - use terrain to your advantage. One guy up front with dancing lights? Move away from him. Problem solved.</p><p></p><p>Then again, I almost always use larger numbers of smaller monsters, rather than one big one, so, kiting is never really an issue.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7106570, member: 22779"] Gonna parrot the line here. Terrain is your friend. PC removes himself, say, 100 feet? Well, trees, bushes, even small rises and falls in the terrain pretty much negate that advantage. And, even in an open field, that's an easy thing to do. Grass is 4 feet high, which provides total concealment to anything that kneels. Put a couple of rises on your map and now virtually everything at that range has partial or 3/4 cover. One of the bigger problems is that battlemaps, almost always, neglect any verticality. There's the map with absolutely no rise and fall to it. I understand why. It's easier to draw. But, realistically, ground is almost never flat. As far as slow monster speeds go, I'm not sure that's really true. Lots of creatures have moments of 40-50 feet. It's not that hard for one or more of the baddies to break off and challenge the ranged shooter, if they choose to. Or, better yet, fall back to get out of sight lines. But, to answer the OP, the easiest solution here is just to use bigger maps. Add a bit more area to play in. As far as sending that one tank up while the rest of the party kites, that's a pretty easy thing to solve. The baddies just ignore the dodging heavy armor fighter and rush past him. Sure, they might eat an OA on the way by, but, who cares? One monster might get tagged for a single attack while the other three or four rush past unopposed. There is no "stickiness" to defenders in 5e. Why am I bothering wasting a bunch of attacks on this guy when I can just ignore him (he's not attacking after all) and go eat the squishy guys in the back? The solution to kiting is the same as the real world solution - use terrain to your advantage. One guy up front with dancing lights? Move away from him. Problem solved. Then again, I almost always use larger numbers of smaller monsters, rather than one big one, so, kiting is never really an issue. [/QUOTE]
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