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The Glass Cannon or the Bag of Hit Points
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6682810" data-attributes="member: 6787650"><p>I'm not familiar with 3E, but I'm a bit confused why a monster with a 30' move requires 120' of move-attack in order to avoid trampling. If I ported your ankyllosaurus to 5E in a straightforward way, it sounds like it would be a monster which has 30' movement but can also Dash for an extra 30' as an action (like all monsters) and then trample for its bonus action. Since a 60 gp riding horse allows PCs to move 120' in a round (see Controlling a Mount on PHB 198), even a 1st level PC can stay out of range of the ankyllosaurus while making regular attacks on it via longbow or cantrip. This would be true even if you doubled the thing's movement rate to 60' (thus letting it threaten a full 120' per your paragraph above).</p><p></p><p></p><p></p><p>Yes, kiting really is that simple in 5E. I'm not sure why it's not more popular. I think players tend to find it boring for some reason, or maybe the game is just so easy that it doesn't seem necessary. Or maybe it's an artifact of playing with combat grids.</p><p></p><p>I don't know that I'd want to correct the oversight, as a DM, because there are cool consequences for the gameworld. It explains why human beings are still alive as a species, for example: because they have longbows and all those trolls/bulettes/owlbears out there do not. But humans cannot effectively venture into constrained spaces like dungeons where longbows do not work, or the trolls/bulettes/owlbears will kill them. So the monsters have their space and the humans have theirs, and it's a pretty stable equilibrium except for the few dangerous idiots who like to spelunk dungeons and bring back treasure at the risk of their lives.</p><p></p><p></p><p></p><p>Kiting consists of holding the range open while attacking. PCs who cannot kite can still Dash. The only time kiting makes certain PCs vulnerable is when the PCs are actually <em>slower</em> than the monsters, so they wind up taking opportunity attacks every round as they try to flee. This is one reason I never play dwarves, gnomes or halflings--because they can't run away! (Even that's not really true if you have someone who can cast Longstrider to boost your movement to 35' instead of 25', but it still makes me uncomfortable to be utterly reliant on a spell for strategic retreat capability. And you'd still get munched by anything with 40' movement, instead of keeping pace.) But in the general case, PCs who are faster than the monsters can kite the monsters to death while PCs who are as fast as the monsters Dash away as quickly as the monsters Dash towards them. </p><p></p><p></p><p></p><p>Agreed there. Apologies for the tangent, but I found your post interesting and wanted to respond.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6682810, member: 6787650"] I'm not familiar with 3E, but I'm a bit confused why a monster with a 30' move requires 120' of move-attack in order to avoid trampling. If I ported your ankyllosaurus to 5E in a straightforward way, it sounds like it would be a monster which has 30' movement but can also Dash for an extra 30' as an action (like all monsters) and then trample for its bonus action. Since a 60 gp riding horse allows PCs to move 120' in a round (see Controlling a Mount on PHB 198), even a 1st level PC can stay out of range of the ankyllosaurus while making regular attacks on it via longbow or cantrip. This would be true even if you doubled the thing's movement rate to 60' (thus letting it threaten a full 120' per your paragraph above). Yes, kiting really is that simple in 5E. I'm not sure why it's not more popular. I think players tend to find it boring for some reason, or maybe the game is just so easy that it doesn't seem necessary. Or maybe it's an artifact of playing with combat grids. I don't know that I'd want to correct the oversight, as a DM, because there are cool consequences for the gameworld. It explains why human beings are still alive as a species, for example: because they have longbows and all those trolls/bulettes/owlbears out there do not. But humans cannot effectively venture into constrained spaces like dungeons where longbows do not work, or the trolls/bulettes/owlbears will kill them. So the monsters have their space and the humans have theirs, and it's a pretty stable equilibrium except for the few dangerous idiots who like to spelunk dungeons and bring back treasure at the risk of their lives. Kiting consists of holding the range open while attacking. PCs who cannot kite can still Dash. The only time kiting makes certain PCs vulnerable is when the PCs are actually [I]slower[/I] than the monsters, so they wind up taking opportunity attacks every round as they try to flee. This is one reason I never play dwarves, gnomes or halflings--because they can't run away! (Even that's not really true if you have someone who can cast Longstrider to boost your movement to 35' instead of 25', but it still makes me uncomfortable to be utterly reliant on a spell for strategic retreat capability. And you'd still get munched by anything with 40' movement, instead of keeping pace.) But in the general case, PCs who are faster than the monsters can kite the monsters to death while PCs who are as fast as the monsters Dash away as quickly as the monsters Dash towards them. Agreed there. Apologies for the tangent, but I found your post interesting and wanted to respond. [/QUOTE]
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