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Ten little things my players hate the most. But I use as much as possible in 5ed.
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<blockquote data-quote="Helldritch" data-source="post: 6968412" data-attributes="member: 6855114"><p>Ok, here are my answers to what you asked.</p><p></p><p>1) The grab manoeuver will be used to manoeuver a PC out of formation. Example: PCs are in a 10' corridor. The two tanks are blocking the way so that only one giant is able to attack. Perfect tactic from the group. The giant will grab the pc, turn and drop him behind him. Now the PC might give advantage to his buddy. But the giants are in advantage to attack him too. The same goes for hobgoblins, orcs and many other monsters. Even owl bears can do that. </p><p></p><p>7) PC will not necessarily be the target of the spell at first. But when they start meddling with somebody's plan, they are bound to be investigated. This may come from a habit of mine. I plan adventure up to max level everytime I create a new group. It helps me build adventures that can link together even if I do not write them all beforehand. This way, I can adjust to PC reactions/actions and tastes with the end game in mind so that I will not digress too much and that the adventures will link up nicely. </p><p></p><p>10) Thank you. I can assure you that players of that time remember that efreet too.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 6968412, member: 6855114"] Ok, here are my answers to what you asked. 1) The grab manoeuver will be used to manoeuver a PC out of formation. Example: PCs are in a 10' corridor. The two tanks are blocking the way so that only one giant is able to attack. Perfect tactic from the group. The giant will grab the pc, turn and drop him behind him. Now the PC might give advantage to his buddy. But the giants are in advantage to attack him too. The same goes for hobgoblins, orcs and many other monsters. Even owl bears can do that. 7) PC will not necessarily be the target of the spell at first. But when they start meddling with somebody's plan, they are bound to be investigated. This may come from a habit of mine. I plan adventure up to max level everytime I create a new group. It helps me build adventures that can link together even if I do not write them all beforehand. This way, I can adjust to PC reactions/actions and tastes with the end game in mind so that I will not digress too much and that the adventures will link up nicely. 10) Thank you. I can assure you that players of that time remember that efreet too. [/QUOTE]
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Ten little things my players hate the most. But I use as much as possible in 5ed.
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