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The Bar'ds Nuclear Option
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6082560" data-attributes="member: 1165"><p><img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p></p><p></p><p>3rd Edition monsters really needed roles <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>Even without your bard, that encounter would have gone nowhere. Dinosaurs simply aren't intelligent enough to pose a threat to the heroes. That's especially the case with spellcasters, who could do anything from fly over them to cast Hold Monster. In fact, because dinosaurs aren't intelligent, they're more obstacles than opponents. Causing them to panic with Glitterdust (or Fear) and then run or fly past them "defeats" the encounter. It's not like the dinosaurs are likely to pursue. (I would say there's easier food, but I don't know what a spineosaur is. A carnivore? Herbivore?)</p><p></p><p>"Roles" would let a DM cover "all" bases without necessarily making NPC parties (which tend to be a pain to generate, unless you're using the NPC Codex, I imagine).</p><p></p><p></p><p></p><p>Maybe this is my interpretation, but I thought you could only use Fascinate outside of combat. Once initiative is rolled, that's the end of it. (You could Fascinate someone to distract them, but once your party rogue has gutted one surprised opponent, initiative gets rolled.)</p><p></p><p>Because those dinos aren't really opponents, Fascinating them and just walking past them is, IMO, a perfectly valid way of dealing with the encounter.</p><p></p><p></p><p></p><p>Consult the Giant in the Playground Diplomacy house rule, and use skill challenges too. (In a Kingmaker campaign, our oracle could give +10 to any skill check once per day, making negotiation simple. If multiple Diplomacy checks were called for, it wouldn't have been so overpowering. Also, our "opponents" had terrible Diplomacy scores to begin with.)</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6082560, member: 1165"] :lol: 3rd Edition monsters really needed roles :( Even without your bard, that encounter would have gone nowhere. Dinosaurs simply aren't intelligent enough to pose a threat to the heroes. That's especially the case with spellcasters, who could do anything from fly over them to cast Hold Monster. In fact, because dinosaurs aren't intelligent, they're more obstacles than opponents. Causing them to panic with Glitterdust (or Fear) and then run or fly past them "defeats" the encounter. It's not like the dinosaurs are likely to pursue. (I would say there's easier food, but I don't know what a spineosaur is. A carnivore? Herbivore?) "Roles" would let a DM cover "all" bases without necessarily making NPC parties (which tend to be a pain to generate, unless you're using the NPC Codex, I imagine). Maybe this is my interpretation, but I thought you could only use Fascinate outside of combat. Once initiative is rolled, that's the end of it. (You could Fascinate someone to distract them, but once your party rogue has gutted one surprised opponent, initiative gets rolled.) Because those dinos aren't really opponents, Fascinating them and just walking past them is, IMO, a perfectly valid way of dealing with the encounter. Consult the Giant in the Playground Diplomacy house rule, and use skill challenges too. (In a Kingmaker campaign, our oracle could give +10 to any skill check once per day, making negotiation simple. If multiple Diplomacy checks were called for, it wouldn't have been so overpowering. Also, our "opponents" had terrible Diplomacy scores to begin with.) [/QUOTE]
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