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rogue-bladesinger?
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<blockquote data-quote="Flamestrike" data-source="post: 8175182" data-attributes="member: 6788736"><p>Yes it is. You're doing you.<strong> I'm doing the monsters</strong> (and the other PCs, who go after them). You dont get to dictate who tanks you and who doesnt, thats up to the DM (in this case, me).</p><p></p><p>The PCs were in typical formation, heading down a 50' long and 10' wide hallway leading down some stairs, that ended in a door. Opening the door revealed the initial 40' wide room with a door opposite it, and the Orcs, triggering initiative.</p><p></p><p>The initiative order is: you went first. The Orcs went next. Then came the Ranger, Rogue and Cleric.</p><p></p><p>On your turn you took the <em>disengage </em>action, entered <em>Bladesong</em>, and ran 40' across the room, weaving through the Orcs and splitting the party, before opening the door on the other side, revealing the adjacent room (with the statue and doors to the east and west this time).</p><p></p><p>The Orcs (next in the initiative order, as clearly explained to you in the example above) then acted, with 3 (2 Orogs and 1 orc) going to the main force of PCs, and the other three racing off to deal with you.</p><p></p><p>As a result of you racing off, the Orcs were able to easily close with the PCs, dropping the Rogue.</p><p></p><p>The Rogue has failed his 1st death save, one of the Orogs is badly wounded, another is wounded, and the Orc is also looking pretty messed up <strong>(but from the looks of it, about to cut off the Rogues head</strong>).<em> Spirit guardians</em> is currently active on the Cleric (and luckily he could see you when he cast it, so you're excluded from the effect).</p><p></p><p>You have three Orcs on you, blocking your access to the room behind you where your friends are.</p><p></p><p>Its now your turn. The Orcs go next.</p><p></p><p>What do you do?</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8175182, member: 6788736"] Yes it is. You're doing you.[B] I'm doing the monsters[/B] (and the other PCs, who go after them). You dont get to dictate who tanks you and who doesnt, thats up to the DM (in this case, me). The PCs were in typical formation, heading down a 50' long and 10' wide hallway leading down some stairs, that ended in a door. Opening the door revealed the initial 40' wide room with a door opposite it, and the Orcs, triggering initiative. The initiative order is: you went first. The Orcs went next. Then came the Ranger, Rogue and Cleric. On your turn you took the [I]disengage [/I]action, entered [I]Bladesong[/I], and ran 40' across the room, weaving through the Orcs and splitting the party, before opening the door on the other side, revealing the adjacent room (with the statue and doors to the east and west this time). The Orcs (next in the initiative order, as clearly explained to you in the example above) then acted, with 3 (2 Orogs and 1 orc) going to the main force of PCs, and the other three racing off to deal with you. As a result of you racing off, the Orcs were able to easily close with the PCs, dropping the Rogue. The Rogue has failed his 1st death save, one of the Orogs is badly wounded, another is wounded, and the Orc is also looking pretty messed up [B](but from the looks of it, about to cut off the Rogues head[/B]).[I] Spirit guardians[/I] is currently active on the Cleric (and luckily he could see you when he cast it, so you're excluded from the effect). You have three Orcs on you, blocking your access to the room behind you where your friends are. Its now your turn. The Orcs go next. What do you do? [/QUOTE]
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