Pielorinho
Iron Fist of Pelor
Maybe I coulda done that, but playing the imps smart, their tactics should then change: they should attack, turn invisible, and wait until the party goes out of combat mode. Once they're out of combat mode, they're flatfooted, and the imps can attack without fear of AoO, achieving the same goal through a much less fun tactic. I'd rather just say that without the perception check, the PCs don't get their dex bonus against the invisible creatures and therefore can't make an AoO.Tilla the Hun (work) said:DC 20 Spot/listen checks to identify target - if target is incurring an AoO, you get to take it.
As for taking -20 on your Move Silently when attacking, that's not quite right: you only take that -20 when running or charging.
Partial charges are still sort of allowed, although they're not called that:Although, it sounds like the party was maybe underequipped to deal with two imps? The idea of the readied actions to attack is good (partial charge? that was 3.0, not 3.5, right?) and it gets triggered when the imp turns visible. I suspect that change in tactics occurred about half way through the fight?
If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.
That's not entirely clear, but I interpret it as allowing a charge on a readied action. Their tactics were all right; what eventually won the fight for them was figuring out where the imps had gone to heal up (a hidey-hole), and starting to block off the entrance to the hidey hole. The imps had to reveal themselves or be trapped; once they revealed themselves, the PCs swarmed them and killed them within the round.
I'm actually pretty happy with how the battle went: they went in kind of cocky and ended up in a tense fight, with constantly changing conditions, and with a newfound respect for poisons and invisibility. And, hopefully, cover: other than the mistake with granting imps cover from the folks whose squares they occupied*, they used cover in completely legitimate ways throughout the fight, gaining great advantages from doing so. I would love to see the PCs start using more cover, inasmuch as it makes fights a lot more exciting if folks are moving all over the battlemap during the fight.Personally, I wouldn't've given the imps cover - I'd've been trying to aid the party slightly and just simply ignored the logic of the cover. But it sounds like you've got that figured out
small, invis, dex draining, quick little opponents vs 3rd level party.
Yep. I'd estimate about 50-70% resource drain on the party for that encounter, given your description of the 32 point buy, etc. composition of said party.
However, I'll bet they learned more than a few lessons about fighting invisible foes, no?
Daniel
* This rules-mistake only affected one attack, in the first round of the fight. We use action dice a la Spycraft, and I had a handful of them left over at the end of the session; I'm retroactively assuming I used up an action die on this hit
