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Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="MwaO" data-source="post: 7036428" data-attributes="member: 12749"><p>All the level 15 Soldiers printed in rule books - avoiding Dungeon+Adventures - haven't looked specifically at other levels, trying to keep the # of listed creatures manageable <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Elder Electric Eel - fly+reach 3</p><p>Carrion Tribe Blessed Champion - none, but Eberron Campaign book.</p><p>Warlock Knight Vindicator - Reach 2+shift 4 if marked target moves away</p><p>Crag Roper - reach 10</p><p>Legathus Dython - ranged attack, close blast</p><p>Scroll Mummy - reach 2+other options</p><p>Red Salad Juggernaut - reach 3</p><p>Oristus - teleportation</p><p>Squamous Splitter - reach 2</p><p>Adult Red Dragon - reach 2</p><p>Mooncalf Rogue - reach 6</p><p>Yagnodemon - reach 3</p><p>Grayspawn Fleshtearer reach 2</p><p>Direhelm - nope, Forgotten Realms Campaign Guide</p><p>Hell Knight - reach 2</p><p>Derro Ironguard - nope, MM3</p><p>Red Slaad(Blood Salad) - reach 2</p><p>Rakhasa Warrior - encounter invisibility+shift speed</p><p>Carrion Crawler - reach 3</p><p>Fear Moth - fly+close blast stun+aura 2 that suggests there's a mistake in compendium about its basic attack</p><p>Watchful Ghost - fly+phasing</p><p>Quom Fanatic - Crossbow</p><p>Ebony Knight - pull target as minor action if immobilized, but otherwise no.</p><p>Nikolai - fly 1/encounter</p><p></p><p>Okay, so, out of all level 15 soldiers(24 of them):</p><p>3 have zero options. 1 in 8. Only 1 of which is in a Monster Manual-type book.</p><p>More than half have at least reach 2.</p><p>62% have some sort of basically at-will option to bypass Polearm Gamble.</p><p>75% have at least an automatic encounter option to bypass Polearm Gamble</p><p>83% if not already adjacent to the Dwarf, have either some way of getting around him to go after other targets - Watchful Ghost as an example can fly into the floor and come out adjacent to the Dwarf.</p><p></p><p>Here's another way of looking at it - out of all 21 soldiers not from an early campaign guide, only 1 doesn't have any kind of options other than trying to avoid the Dwarf. That's it. Level 15 Soldiers might be atypical - that's the only level/creature I looked at, but that's the kind of problem I'm referring to as being problematic with Polearm Gamble.</p><p></p><p>It does influence decisions - it might be better to be next to the Dwarf so the Dwarf can't move around them, but that's usually difficult anyway because most of them are some sort of large size and hard to move around.</p></blockquote><p></p>
[QUOTE="MwaO, post: 7036428, member: 12749"] All the level 15 Soldiers printed in rule books - avoiding Dungeon+Adventures - haven't looked specifically at other levels, trying to keep the # of listed creatures manageable :) Elder Electric Eel - fly+reach 3 Carrion Tribe Blessed Champion - none, but Eberron Campaign book. Warlock Knight Vindicator - Reach 2+shift 4 if marked target moves away Crag Roper - reach 10 Legathus Dython - ranged attack, close blast Scroll Mummy - reach 2+other options Red Salad Juggernaut - reach 3 Oristus - teleportation Squamous Splitter - reach 2 Adult Red Dragon - reach 2 Mooncalf Rogue - reach 6 Yagnodemon - reach 3 Grayspawn Fleshtearer reach 2 Direhelm - nope, Forgotten Realms Campaign Guide Hell Knight - reach 2 Derro Ironguard - nope, MM3 Red Slaad(Blood Salad) - reach 2 Rakhasa Warrior - encounter invisibility+shift speed Carrion Crawler - reach 3 Fear Moth - fly+close blast stun+aura 2 that suggests there's a mistake in compendium about its basic attack Watchful Ghost - fly+phasing Quom Fanatic - Crossbow Ebony Knight - pull target as minor action if immobilized, but otherwise no. Nikolai - fly 1/encounter Okay, so, out of all level 15 soldiers(24 of them): 3 have zero options. 1 in 8. Only 1 of which is in a Monster Manual-type book. More than half have at least reach 2. 62% have some sort of basically at-will option to bypass Polearm Gamble. 75% have at least an automatic encounter option to bypass Polearm Gamble 83% if not already adjacent to the Dwarf, have either some way of getting around him to go after other targets - Watchful Ghost as an example can fly into the floor and come out adjacent to the Dwarf. Here's another way of looking at it - out of all 21 soldiers not from an early campaign guide, only 1 doesn't have any kind of options other than trying to avoid the Dwarf. That's it. Level 15 Soldiers might be atypical - that's the only level/creature I looked at, but that's the kind of problem I'm referring to as being problematic with Polearm Gamble. It does influence decisions - it might be better to be next to the Dwarf so the Dwarf can't move around them, but that's usually difficult anyway because most of them are some sort of large size and hard to move around. [/QUOTE]
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