Bauglir
First Post
green slime said:I think Bauglir is saying that he uses a d12 when rolling to see if Kobolds hit...
Its pretty hard to roll "20" on that d12...
Err show me where I claimed that kobolds couldn't affect the party at all.
green slime said:I think Bauglir is saying that he uses a d12 when rolling to see if Kobolds hit...
Its pretty hard to roll "20" on that d12...
Bauglir said:
Err show me where I claimed that kobolds couldn't affect the party at all.
green slime said:But the Kobolds aren't bunched up waiting to be taken out by aoe spells...
So, spread out of a large area, using ranged weapons and fleeing at every opportunity, the hastle and harange.
They set traps. They poison wells. They dig holes. They set up dummies (dress-up a carved log to appear as a kobold). They use tunnels to get around. They consume party resources. Even non-classed kobolds can do these things.
AgreedSo what is different about kobolds that other races can't do? NOTHING. But that is a fault of the system, with 200+ sentient humanoid races running around with very little to differentiate them.
Of course you do (assuming you WANT to challenge the PCs - IMO high level PCs should meet something they can easily handle from time to time). That's my point. A hill giant wouldn't be much threat to a 13th level party. Add in 10 levels of fighter and you've got yourself a challenge, but that doesn't change the fact that a hill giant wouldn't be much of a threat to a 13th level party.You could just as easily argue that it isn't the class levels, but the spells that cause a challenge. Given a "tribe" of 400 kobolds, you check the source book to see what a reasonable tribe looks like. You adjust the tribe to provide an interesting, different encounter with the PCs.
That's fine, but if he wants it to be challenging there needs to be more there than 'just kobolds'He doesn't want a strike force of 5 levelled kobolds at CR-13. He wanted a kobold community.
With some coordination the level 8 & levels 1-3 sorcerers can blast out at least 78 average .damage (assuming MADE saves) to some poor unfortunate party member then dive into cover/hide among the masses and do it again the next round. Even if they only do that for 2 or 3 rounds they will do significant damage to any 13th level party that isn't prepared for exactly thatIn a fight with an 8th level sorcerer lobbing 2 fireballs a round will last a far far shorter time, and barely register on the challenge rating "burning up resources" than a tribe of kobolds waging a guerilla war. One spell, or one full-attack, and he is GONE. THE major resource of the tribe. So if you are recommending that as a strategy to provide a challenge, I think it somewhat flawed.
My point exactly. See we've been agreeing all alongThe guerilla war does NOT kill party members, it DOES cause them to use up precious resources, FAR more than a straight up fight would.
green slime said:
You didn't, Numion did, and you quoted my sentence regarding the "20" without commenting on it. Not that you had to, but I was just jiving with you. That's why I had the smiley![]()
Coredump said:
Please note, NONE of the above relies on spells, character levels, dragons, major traps, hostages, npcs, etc. Just kobolds, and their little-but devious- brains.
Okay, you have 4 party members, and the mage gets 5 2nd level spells. How many are you going to use to protect from arrows? And it will only last about 2 hours!!! (metamagic not withstanding) Now,what about the rest of these 'standard' stuff. How many spells are you going to use up on defense? How long do they last? What is left for offense? What do you do tomorrow when you can only get 2 hours of sleep at a time,so can't get more spells.The trouble is that with prot from arrows and other "standard" stuff I don't see groups of kobolds causing 3 damage and fading.
Why? They have a +8, and spot gets modifiers. If there is nothing to spot, or only a peephole etc. Plus xbow has an 80ft range increment, that is -8 to your spot check. If I can distract you, that is another -5 (like running to get to the kobolds, or chasing after them) But I think the biggest one is if there is nothing to really spot. (behind a door, on top of a ledge, etc. Remember, there are *400* of them, the ambushers don't have to be able to see you. And you willconstantly have them watching you from a distance, so that shouldn't be a trigger.They couldn't ambush (likely vice versa),
That is one CLW per damage. You keep thinking of this as only one encounter. If they can do one ambush per hour, and damage every other ambush, that is *12* CLW. Also, getting you stuck and on fire, or grappled with multiple dagger attacks, or dropping heaving objects on someone. Those would be more than one CLW. And again, what happens tomorrow, when you haven't have enough rest to get more spellsdamage (one charge of CLW is hardly resources)
I can run faster than a chicken, every try and catch one? Plus, this is not the open field. They are attacking from cover, and (assumably) have places to run too. Small opennings, sewers, tunnels, in and out of buildings to lose you, etc.and the kobolds wouldn't be able to flee flying and faster characters succesfully.