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When to use the "special" attacks?
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<blockquote data-quote="Pielorinho" data-source="post: 725472" data-attributes="member: 259"><p>Our group buffs constantly. I hear about groups that dont' buff, and I just don't understand. We actually keep a "buff list" that shows every PC and what their standard buffing spells are, so that we don't have to figure it out anew each day.</p><p></p><p>Definitely put them up against opponents who work well together. Maybe you could even make buffing spells a little more obvious (at least to someone with spellcraft): bull's strength makes pulsing veins appear along muscles where no veins appear naturally, someone with cat's grace gains slit pupils like a cat's, etc. When attacking an opponent protected by shield or mage armor or protection from alignment, they should feel their attacks bouncing away from an invisible force, or slipping to the side. Barkskinned opponents have cracked, tough skins.</p><p></p><p>Really play up these descriptions, and after describing each thing, allow folks with spellcraft to make a roll to identify the buff spell.</p><p></p><p>Put them in a fight in which they face two or three PCs of their level who use intelligent tactics like this. Maybe there's a rogue, a monk, and a sorcerer. The sorcerer buffs the rogue and monk out the butt. The monk and rogue tumble past the main guys to flank the wizard or the druid. The monk leads with a stunning blow against that PC; the rogue follows up with a sneak attack. The sorcerer hangs out in back readying actions to magic missile either spellcaster who manages to start casting a spell, forcing them to make concentration checks. The monk may decide to start with a tripping attack and use his improved trip feat to follow up with a stunning attack: tripping a mage is fairly easy, usually, and both the monk and the rogue will appreciate the +4 follow-up attack bonus.</p><p></p><p>Make these 3 NPCs level 7, and give them the following buffs:</p><p>Enlarge (for the +2 str bonus)</p><p>Protection from good (for the +2 deflection bonus)</p><p>Mage armor (on the monk and sorcerer -- this can be from a wand)</p><p>Cat's grace (assume that the frontline fighters have weapon finesse)</p><p>Haste (for the +4 AC bonus and extra partial action)</p><p>Endure elements: fire (assuming they know they're going against spellcasters -- fire is the most common source of spell damage; this can also be from a wand or a scroll)</p><p></p><p>So what we're looking at here are three PCs whose AC starts at 20 (+2 deflection, +4 mage armor, +4 haste) before dex (and wis for the monk) is calculated in. Both frontline fighters will probably have ACs in excess of 25 (+1 to +3 from cat's grace, and more from dex and wis). The sorcerer won't have lots of spells left, but that's okay: all she'll need is to cast magic missiles.</p><p></p><p>If the group looks threatened, they should use their haste actions to get out of dodge.</p><p></p><p>Hopefully, this group will impress on your PCs why they ought to use buff spells.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 725472, member: 259"] Our group buffs constantly. I hear about groups that dont' buff, and I just don't understand. We actually keep a "buff list" that shows every PC and what their standard buffing spells are, so that we don't have to figure it out anew each day. Definitely put them up against opponents who work well together. Maybe you could even make buffing spells a little more obvious (at least to someone with spellcraft): bull's strength makes pulsing veins appear along muscles where no veins appear naturally, someone with cat's grace gains slit pupils like a cat's, etc. When attacking an opponent protected by shield or mage armor or protection from alignment, they should feel their attacks bouncing away from an invisible force, or slipping to the side. Barkskinned opponents have cracked, tough skins. Really play up these descriptions, and after describing each thing, allow folks with spellcraft to make a roll to identify the buff spell. Put them in a fight in which they face two or three PCs of their level who use intelligent tactics like this. Maybe there's a rogue, a monk, and a sorcerer. The sorcerer buffs the rogue and monk out the butt. The monk and rogue tumble past the main guys to flank the wizard or the druid. The monk leads with a stunning blow against that PC; the rogue follows up with a sneak attack. The sorcerer hangs out in back readying actions to magic missile either spellcaster who manages to start casting a spell, forcing them to make concentration checks. The monk may decide to start with a tripping attack and use his improved trip feat to follow up with a stunning attack: tripping a mage is fairly easy, usually, and both the monk and the rogue will appreciate the +4 follow-up attack bonus. Make these 3 NPCs level 7, and give them the following buffs: Enlarge (for the +2 str bonus) Protection from good (for the +2 deflection bonus) Mage armor (on the monk and sorcerer -- this can be from a wand) Cat's grace (assume that the frontline fighters have weapon finesse) Haste (for the +4 AC bonus and extra partial action) Endure elements: fire (assuming they know they're going against spellcasters -- fire is the most common source of spell damage; this can also be from a wand or a scroll) So what we're looking at here are three PCs whose AC starts at 20 (+2 deflection, +4 mage armor, +4 haste) before dex (and wis for the monk) is calculated in. Both frontline fighters will probably have ACs in excess of 25 (+1 to +3 from cat's grace, and more from dex and wis). The sorcerer won't have lots of spells left, but that's okay: all she'll need is to cast magic missiles. If the group looks threatened, they should use their haste actions to get out of dodge. Hopefully, this group will impress on your PCs why they ought to use buff spells. Daniel [/QUOTE]
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