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General Tabletop Discussion
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Tactics for dealing with Polearm Masters
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<blockquote data-quote="thethain" data-source="post: 7142046" data-attributes="member: 6874561"><p>First. The NPCs shouldn't really know about the ability until they have reason: They have seen the character fight before, or his exploits have become known. Automatically granting knowledge of specific abilities of PCs to NPCs without cause is metagaming on the highest order.</p><p></p><p>As for how to deal:</p><p>1. Fodder First - First in range you don't care about.</p><p>2. Tank First - First in range is someone who has high enough AC to possibly avoid the attack.</p><p>3. Ranged First - First in range is someone who can be equally effective at 10 feet away.</p><p></p><p>SUB-Note: Even if the Polearm Master doesn't take the bait for these, they now provide +2 cover bonus to AC for those who follow after them.</p><p></p><p>4. Cover till in range - Particularly in dungeons, there are doors and other choke points to work around. If you close to within 10' while in total cover, you can then move the rest of the way without provoking (as you aren't entering range). Example would be if the target is behind a door, you go to door, then open it. Opening the door isn't going to provoke, as you didn't enter range, you just left cover.</p><p>5. Burrow/other fancy movement - Similar to 4, if you have a way to have cover to get into range, you can avoid the AoO. For example, if you burrow from 15-10 feet, you can then surface and approach without attack. Similarly if you have a teleport, misty step, or ethereal mode of transport.</p><p>6. Fog/Darkness/heavy smoke - Fog / Darkness create a situation in which both parties are effectively blind (granting advantage/disadvantage to attacks) this has the effect of preventing the possibility of advantage or disadvantage while so affected. HOWEVER, as opportunity attacks trigger off of "A target you can see" This means you can move about without provoking.</p><p>7. Blind the Polearm Master - As above, if you can't see you can't make AoO.</p><p>8. Hidden/Invis - Again, if unseen they can't attack, being unseen so close would require dense undergrowth or at the very least dim light (you can't hide in dim light only without special feature, but you can remain hidden there)</p><p>9. Disable- any stun/sleep/incap will obviously prevent the reactions, so if you have any at your disposal, its worth considering using on the polearm master.</p><p>10. Shocking Grasp - Not just for running away! Will probably have advantage as most heros love their armor.</p><p>11. Forced movement - Forced Movement does not provoke AoO. This has a variety of effect. You can use movement spells to drag the Polearm master to you, or you could have some of your allies grapple people and drag them into range if they had actions to spare.</p><p>12. Mounted Combatants - As above, forced movement doesn't trigger AoO, so even tho its absolutely nonsense, using mounts can negate the polearm master advantage. Why? Your mount can disengage, then bring you to range. Your mount doesn't trigger as it has disengaged, you don't trigger since its not your movement.</p><p></p><p></p><p></p><p>There you have a dozen tactics to deal with pole arm masters. Granted they are all situational, but the fact is, its a powerful ability and negating it takes effort.</p></blockquote><p></p>
[QUOTE="thethain, post: 7142046, member: 6874561"] First. The NPCs shouldn't really know about the ability until they have reason: They have seen the character fight before, or his exploits have become known. Automatically granting knowledge of specific abilities of PCs to NPCs without cause is metagaming on the highest order. As for how to deal: 1. Fodder First - First in range you don't care about. 2. Tank First - First in range is someone who has high enough AC to possibly avoid the attack. 3. Ranged First - First in range is someone who can be equally effective at 10 feet away. SUB-Note: Even if the Polearm Master doesn't take the bait for these, they now provide +2 cover bonus to AC for those who follow after them. 4. Cover till in range - Particularly in dungeons, there are doors and other choke points to work around. If you close to within 10' while in total cover, you can then move the rest of the way without provoking (as you aren't entering range). Example would be if the target is behind a door, you go to door, then open it. Opening the door isn't going to provoke, as you didn't enter range, you just left cover. 5. Burrow/other fancy movement - Similar to 4, if you have a way to have cover to get into range, you can avoid the AoO. For example, if you burrow from 15-10 feet, you can then surface and approach without attack. Similarly if you have a teleport, misty step, or ethereal mode of transport. 6. Fog/Darkness/heavy smoke - Fog / Darkness create a situation in which both parties are effectively blind (granting advantage/disadvantage to attacks) this has the effect of preventing the possibility of advantage or disadvantage while so affected. HOWEVER, as opportunity attacks trigger off of "A target you can see" This means you can move about without provoking. 7. Blind the Polearm Master - As above, if you can't see you can't make AoO. 8. Hidden/Invis - Again, if unseen they can't attack, being unseen so close would require dense undergrowth or at the very least dim light (you can't hide in dim light only without special feature, but you can remain hidden there) 9. Disable- any stun/sleep/incap will obviously prevent the reactions, so if you have any at your disposal, its worth considering using on the polearm master. 10. Shocking Grasp - Not just for running away! Will probably have advantage as most heros love their armor. 11. Forced movement - Forced Movement does not provoke AoO. This has a variety of effect. You can use movement spells to drag the Polearm master to you, or you could have some of your allies grapple people and drag them into range if they had actions to spare. 12. Mounted Combatants - As above, forced movement doesn't trigger AoO, so even tho its absolutely nonsense, using mounts can negate the polearm master advantage. Why? Your mount can disengage, then bring you to range. Your mount doesn't trigger as it has disengaged, you don't trigger since its not your movement. There you have a dozen tactics to deal with pole arm masters. Granted they are all situational, but the fact is, its a powerful ability and negating it takes effort. [/QUOTE]
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