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What parts of 4E should I bring to 3.5?
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<blockquote data-quote="Achan hiArusa" data-source="post: 4465232" data-attributes="member: 2597"><p>Interesting, beyond the Shadowrun solution of kill the mage first, the mark of a good DM is to find out your player's cheesy tactics and make the useless so they have to think (so these will be situational, that's why they make DMs):</p><p></p><p>1) Generally a good damage or fear aura works against summoned monsters. The extra attacks a solo can get can also be brought to bear against them. One of my solutions against grappling was to give the monster an animated weapon (post above). Area of effect attacks that the monster has personal immunity can also work.</p><p></p><p>2) Most of the time I don't use mobile monsters so the slowing effect of solid fog is a nonissue. The only other problem would be the -2 to hit and damage which really isn't that much.</p><p></p><p>3) Incoporeality is a way out of this one. Another solution is to make sure the solo is bigger and stronger than the tentacles. Each size category is an additional +4 against grapple checks. Or I could break pattern and use a flying solo.</p><p></p><p>4) Maze could be circumvented by using a Minotaur solo (heh, heh). A solo with spell resistance could get through a forcecage or wall.</p><p></p><p>5) Glitterdust specifically can be rendered null by blindsight or blindsense. If your player's abuse exhaustion then make the solos undead or constructs which would also take care of cloud skills. Slow I would have to resort to either spell resistance or define the extra special attacks of the creature as haste effects.</p><p></p><p>6) Flying creature, reverse gravity isn't really going to bother them.</p><p></p><p>7) Give all solos ranks in balance? And amorphous creatures can't trip and fall (that's too logical to be in the rules).</p><p></p><p>8) Fire-based solo or a spider solo with movement rate in webs.</p><p></p><p>9) Undead or Construct.</p><p></p><p>10) Undead or Construct.</p><p></p><p>Spell Turning is also a wonderful thing and unlike 4e monsters can use magic items.</p></blockquote><p></p>
[QUOTE="Achan hiArusa, post: 4465232, member: 2597"] Interesting, beyond the Shadowrun solution of kill the mage first, the mark of a good DM is to find out your player's cheesy tactics and make the useless so they have to think (so these will be situational, that's why they make DMs): 1) Generally a good damage or fear aura works against summoned monsters. The extra attacks a solo can get can also be brought to bear against them. One of my solutions against grappling was to give the monster an animated weapon (post above). Area of effect attacks that the monster has personal immunity can also work. 2) Most of the time I don't use mobile monsters so the slowing effect of solid fog is a nonissue. The only other problem would be the -2 to hit and damage which really isn't that much. 3) Incoporeality is a way out of this one. Another solution is to make sure the solo is bigger and stronger than the tentacles. Each size category is an additional +4 against grapple checks. Or I could break pattern and use a flying solo. 4) Maze could be circumvented by using a Minotaur solo (heh, heh). A solo with spell resistance could get through a forcecage or wall. 5) Glitterdust specifically can be rendered null by blindsight or blindsense. If your player's abuse exhaustion then make the solos undead or constructs which would also take care of cloud skills. Slow I would have to resort to either spell resistance or define the extra special attacks of the creature as haste effects. 6) Flying creature, reverse gravity isn't really going to bother them. 7) Give all solos ranks in balance? And amorphous creatures can't trip and fall (that's too logical to be in the rules). 8) Fire-based solo or a spider solo with movement rate in webs. 9) Undead or Construct. 10) Undead or Construct. Spell Turning is also a wonderful thing and unlike 4e monsters can use magic items. [/QUOTE]
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