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S@squ@tch's Against the Giants - Team Gold OOC - Recruiting
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<blockquote data-quote="Graf" data-source="post: 4211133" data-attributes="member: 3087"><p><strong>Very interesting tactical situation.</strong></p><p></p><p>I'd considered sundering the wand, or disarming... but it occurred to me that, given how good this guys spells seem to be, Hudder wants him casting less, not more.</p><p></p><p>Also seriously thought about dropping a <em>glyph</em> in the middle of the party (keyed to abominations) and then move + move (from AP) SW. Morph and Domoris can both shift to mobile forms and take off.</p><p>Try to force the mind flayers to split up, some follow him. Ideally one would follow, get smacked by the <em>glyph </em>and some body's <em>mind blast</em> would wear off and they'd punk him.</p><p>I may regret not taking that choice but </p><p>1. It seemed slightly cheesy</p><ul> <li data-xf-list-type="ul">Hudder doesn't really know that the <em>mind blast</em> is a short term thing</li> <li data-xf-list-type="ul">He doesn't really know that their darkvision is 60 feet </li> <li data-xf-list-type="ul">He certainly doesn't know that mindblast has a range of 60 feet</li> <li data-xf-list-type="ul">can he guess that they're abominations? (we could argue that the dragonmark lets him set gylphs vs things of the type that are right in front of him)</li> </ul><p>2. DnD is not terribly well suited for running battles in the jungle, especially if we're all going in opposite directions. (Not that this was an overwhelmingly important decision, but a hypothetical fight where everyone is circling the camp and leaving glyphs and trying to stay just out of darkvision range has the potential to be nailbiting and exciting.... or really really boring and annoying).</p><p></p><p>Also considered moving around and flanking him, since they don't seem to be mind blasting over each other... but I just didn't think Hudder'd be able to figure that out (and I confess to thinking that two attacks was probably really important if the goal was to force the guy to teleport away).</p></blockquote><p></p>
[QUOTE="Graf, post: 4211133, member: 3087"] [b]Very interesting tactical situation.[/b] I'd considered sundering the wand, or disarming... but it occurred to me that, given how good this guys spells seem to be, Hudder wants him casting less, not more. Also seriously thought about dropping a [I]glyph[/I] in the middle of the party (keyed to abominations) and then move + move (from AP) SW. Morph and Domoris can both shift to mobile forms and take off. Try to force the mind flayers to split up, some follow him. Ideally one would follow, get smacked by the [I]glyph [/I]and some body's [I]mind blast[/I] would wear off and they'd punk him. I may regret not taking that choice but 1. It seemed slightly cheesy [list] [*]Hudder doesn't really know that the [I]mind blast[/I] is a short term thing [*]He doesn't really know that their darkvision is 60 feet [*]He certainly doesn't know that mindblast has a range of 60 feet [*]can he guess that they're abominations? (we could argue that the dragonmark lets him set gylphs vs things of the type that are right in front of him) [/list]2. DnD is not terribly well suited for running battles in the jungle, especially if we're all going in opposite directions. (Not that this was an overwhelmingly important decision, but a hypothetical fight where everyone is circling the camp and leaving glyphs and trying to stay just out of darkvision range has the potential to be nailbiting and exciting.... or really really boring and annoying). Also considered moving around and flanking him, since they don't seem to be mind blasting over each other... but I just didn't think Hudder'd be able to figure that out (and I confess to thinking that two attacks was probably really important if the goal was to force the guy to teleport away). [/QUOTE]
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