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Tactics for a Dragon
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<blockquote data-quote="kigmatzomat" data-source="post: 1561682" data-attributes="member: 9254"><p>You're aware Web only works on the ground since it needs at least two anchor points, right? Won't affect characters flying above a tree canopy. The dragon's breath weapon should also make short work of the webs and any lightning will set it on fire. </p><p></p><p></p><p></p><p>First off, Awesome blow, while handy, pales next to Snatch. Automatic damage each round and unless you grab a monk you've severely nerfed that guy's damage output. Snatch also lets you fling your opponent, pretty much the same as AB. </p><p></p><p>IIRC, there are epic feats that boost SR. (Though I'm surprised your mage never failed since he had a roughly 4/10 chance of it). Were I a dragon, I'd get one of the fast-heal epic feats since it takes dragons forever to heal otherwise. </p><p></p><p>BTW, here's a note from the 3.5 SRD on Hover: </p><p><strong></strong></p><p><strong>If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. .... Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).</strong></p><p></p><p>This should have pretty much nerfed the lightning bolter as the dragon always has total concealment.</p><p></p><p></p><p></p><p>I grabbed the digital copy of the SRD I had which (checks) happens to be 3.0. I didn't realized that changed between versions. In 3.0 it was 30' x Age category. Very old is 9th category, hence 270ft. My bad. </p><p></p><p></p><p></p><p></p><p>Ahhh, I see your mistake. The dragon should always go after the casters and aerial combatants first, preferrably after firing off a dispel magic. Leave the ground-pounders alone, especially when there's a tree canopy to keep them out of the action and demon-fairies to keep them busy. He should have gone straight for the invisible guy full bore. He's either a rogue or a caster. </p><p></p><p>Once he Snatches him (never letting go, just chewing once a round, maybe twice a round thanks to haste) he turns his attention to the other aerialist. Dragons have high maneuverability and lots of HP to survive while taking people out one at a time. And since a PC is grappled, he'll take the lightning damage too. If he starts getting trounced, dive underwater. It'll kill off whatever's Snatched as well. </p><p></p><p></p><p></p><p>Kill them one at a time. No, seriously. Turn invisible, grab a likely caster as part of a charge (mmmm, too bad True seeing only reaches 120' and they can move 150'), and drag him into the water. He drowns as you rip him to pieces and repeat process. Spray the party with acid to keep them nervous. </p><p></p><p>Oh, and while they're walking through a swamp/forest, use <em>Web.</em> </p><p></p><p>And I think the Reactive Counterspeller was still doing the actions wrong. The Reactive Counterspelling, at least in 3.0 and IIRC, took your entire action, you just got to do it out of sequence. </p><p></p><p>So in Round 1 Mage throws a lightning bolt and moves and the dragon casts a spell which the mage Counterspells. </p><p>Round 2 the mage does *NOTHING* but if the dragon casts a spell he can again counterspell by taking his round 3 action early which would result in doing nothing in round 3. Or maybe with Gr. Haste in round 2 he could cast a spell but not move.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1561682, member: 9254"] You're aware Web only works on the ground since it needs at least two anchor points, right? Won't affect characters flying above a tree canopy. The dragon's breath weapon should also make short work of the webs and any lightning will set it on fire. First off, Awesome blow, while handy, pales next to Snatch. Automatic damage each round and unless you grab a monk you've severely nerfed that guy's damage output. Snatch also lets you fling your opponent, pretty much the same as AB. IIRC, there are epic feats that boost SR. (Though I'm surprised your mage never failed since he had a roughly 4/10 chance of it). Were I a dragon, I'd get one of the fast-heal epic feats since it takes dragons forever to heal otherwise. BTW, here's a note from the 3.5 SRD on Hover: [b] If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. .... Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).[/b] This should have pretty much nerfed the lightning bolter as the dragon always has total concealment. I grabbed the digital copy of the SRD I had which (checks) happens to be 3.0. I didn't realized that changed between versions. In 3.0 it was 30' x Age category. Very old is 9th category, hence 270ft. My bad. Ahhh, I see your mistake. The dragon should always go after the casters and aerial combatants first, preferrably after firing off a dispel magic. Leave the ground-pounders alone, especially when there's a tree canopy to keep them out of the action and demon-fairies to keep them busy. He should have gone straight for the invisible guy full bore. He's either a rogue or a caster. Once he Snatches him (never letting go, just chewing once a round, maybe twice a round thanks to haste) he turns his attention to the other aerialist. Dragons have high maneuverability and lots of HP to survive while taking people out one at a time. And since a PC is grappled, he'll take the lightning damage too. If he starts getting trounced, dive underwater. It'll kill off whatever's Snatched as well. Kill them one at a time. No, seriously. Turn invisible, grab a likely caster as part of a charge (mmmm, too bad True seeing only reaches 120' and they can move 150'), and drag him into the water. He drowns as you rip him to pieces and repeat process. Spray the party with acid to keep them nervous. Oh, and while they're walking through a swamp/forest, use [i]Web.[/i] And I think the Reactive Counterspeller was still doing the actions wrong. The Reactive Counterspelling, at least in 3.0 and IIRC, took your entire action, you just got to do it out of sequence. So in Round 1 Mage throws a lightning bolt and moves and the dragon casts a spell which the mage Counterspells. Round 2 the mage does *NOTHING* but if the dragon casts a spell he can again counterspell by taking his round 3 action early which would result in doing nothing in round 3. Or maybe with Gr. Haste in round 2 he could cast a spell but not move. [/QUOTE]
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