NanocTheCivilized said:
Read the books. Trolls have a 10x10 Space/Reach. Rust Monsters have 5x5. AMF is a 10' radius emanation which is centred on the caster and moves with him/her. Check page 307 in the DMG - assuming a medium (5x5) caster there is room for a maximum of 1 troll and 7 rust monsters, plus the caster in the AMF area of effect. The rust monsters must move at the speed of the caster or they leave the AMF, so running away shouldn't be a problem. If the party scatter then only one member can be attacked by the AMF group at a time. The rest can throw alchemist's fire, shoot arrows, throw rocks or tanglefoot bags etc to enable a slowly moving tank to escape. Then the party works out a better plan that does not rely on buffs and returns to defeat the enemy.
I have read the books. Many times, in fact. You're assuming several things, though:
1. You are assuming the entire troll must be within the AMF in order to be affected, and that this means anything grappled by it will fall outside the field. Grappling rules state that you move into the creature's area. They don't say WHERE within that area.
2. "Running away shouldn't be a problem." Those are always famous last words. If the DM designs the encounter so that you can run away, sure. If not? If you're in an area where fleeing might send you into the arms of another encounter, or worse? (Very typical in dungeon crawls.) Then you're hosed.
3. You also assume that there must be one caster/grappling monster combo, or that the grappling monster must be large. You then rightly point out that the encounter is only an example. It's easy to design grappling minions who aren't.
4. Alchemist's fire, throwing rocks and tanglefoot bags? How are these going to allow a slowly moving tank to escape? If he's grappled, the tanglefoot bags may very well hit him, as well, since he's in the same square.
None of this is encouraging the party to "think creatively." It's simply shutting them down, and hard.
All of this could lead into yet another discussion of why magic is so important in D&D 3.X, and perhaps too important, but the point is, right now it is important, the overuse of the AMF tactic is very uncreative.
NanocTheCivilized said:
And as for setting traps "simply delaying the inevitable" - that just reeks of defeatism. True, a trap on its own will probably not defeat the enemy, but it can disrupt their formation so that the party can attack (and that AMF formation is so beautifully grouped). It's also a chance for the party rogue to shine - to use Disable Device proactively for once.
It is simply delaying the inevitable, and that's not defeatism. That's simply a lot of experience with high level combat in D&D. As a player, I'll do whatever I have to do to win, and I leave nothing out, but there does come a point where if you are reduced to throwing pebbles, and hastily trying to string a tripwire across the hallway to stop the onslaught of an AMF and grappling trolls, and your weapons and armor are nothing more than a pile of rust on the floor, and you have no buffs, you MIGHT want to think about hoisting the white flag.
NanocTheCivilized said:
In any case, the trolls/rust monster combination was merely an example.
I know. There are many examples of how to use the AMF that are much, much worse.
NanocTheCivilized said:
No. I do feel that some groups rely on them too much, to the detriment of creative play and intelligent tactics. In the end - far from always working - this will eventually fail (unless the DM is unimaginative and uncreative).
Of course buffs can, and will fail. That's why they are simply one more tool in any adventurer's toolbox, and having buffs does not equal "WIN!"
NanocTheCivilized said:
Well, you're right to say Dispel is worse - mainly because it brings the game to a shuddering halt while everyone works out which buffs no longer work and what their bonuses now are. AMF is simpler in that it stops them all, so there's less arithmetic to do - the PCs just use their innate abilities only, which are right there on the character sheet.
As a player, I would MUCH rather have an area dispel dropped on me than have a DM who loved AMF. There is a difference, a VAST difference, between rolling for all of your buffs and having every spell and magic item you possess, and every spell-like ability shut down like a light switch.
NanocTheCivilized said:
Nor did I suggest this. The point is that a party such as described earlier in the thread - which expects to buff, teleport in, fight the monster, and teleport out again - can be forced to think more creatively (and thus be more challenged and have more fun) by the occasional use of a spell or tactic which makes them stop and think - AMF is only one option, and I mentioned it only as an example.
Part of the problem in that example is the nature of the adventure itself. The Temple of Elemental Evil was virtually DESIGNED to promote that tactic.
If you design your own adventures, particularly for high level play, there are much better ways to design your adventures to encourage creative problem-solving and combat tactics.
Simply throwing your players into AMF's all the time is at the bottom of my list. I've seen players drum their fingers, and say, "Let me guess: ANOTHER antimagic field, right?"
"I'm shocked!" the other players replied.