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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Why be a 3.5 fighter?
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<blockquote data-quote="pawsplay" data-source="post: 5368259" data-attributes="member: 15538"><p>My preferred answer would definitely be to manipulate the environment so that doesn't happen, but let's imagine, for the sake of argument, that you do want to fight the hydra in, say, a 60 foot by 60 foot room. In that case, what you want to do is to throw some oil flasks on the ground, provoking Balance checks if it runs or charges. Then you run in circles with it, using archery. If, at any point, it charges, everyone charges and sunders one of its heads. In a smaller room situation, you would probably have two archers and two sunderers.</p><p></p><p>In a less ideal situation, here's how four fighters can take one down in hand-to-hand combat. First, during the first round, everyone who beats the hydra's initiative charges and sunders a head. If no one does, one fighter uses Total Defense and moves adjacent, provoking an AoO. Then the next fighter runs up behind him, benefitting from cover, and pops up adjacent to the hydra, making a Sunder attempt. Then the remaining fighters follow suit. Round two, the first two wounded take Total Defense and back out, purposefully provoking AoOs. The remaing two go nuts with the severing. </p><p></p><p>In a full party, you get the casters to summon some monsters or something, and they can provoke the AoOs and provide cover. Alternatively, the fighter could tank, purposefully drawing AoOs, with the cleric using him as cover and healing, while a rogue or monk tumbles in and severs heads. </p><p></p><p>Of course, all that presumes you want to melee the hydra, which you don't. I've seen it done, and it's not pretty. I think it would be much better to set things up with glitterdust, grease, or summoned monsters, then have the fighter act as an archer, or run up and do some sundering once the AoOs are neutralized.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5368259, member: 15538"] My preferred answer would definitely be to manipulate the environment so that doesn't happen, but let's imagine, for the sake of argument, that you do want to fight the hydra in, say, a 60 foot by 60 foot room. In that case, what you want to do is to throw some oil flasks on the ground, provoking Balance checks if it runs or charges. Then you run in circles with it, using archery. If, at any point, it charges, everyone charges and sunders one of its heads. In a smaller room situation, you would probably have two archers and two sunderers. In a less ideal situation, here's how four fighters can take one down in hand-to-hand combat. First, during the first round, everyone who beats the hydra's initiative charges and sunders a head. If no one does, one fighter uses Total Defense and moves adjacent, provoking an AoO. Then the next fighter runs up behind him, benefitting from cover, and pops up adjacent to the hydra, making a Sunder attempt. Then the remaining fighters follow suit. Round two, the first two wounded take Total Defense and back out, purposefully provoking AoOs. The remaing two go nuts with the severing. In a full party, you get the casters to summon some monsters or something, and they can provoke the AoOs and provide cover. Alternatively, the fighter could tank, purposefully drawing AoOs, with the cleric using him as cover and healing, while a rogue or monk tumbles in and severs heads. Of course, all that presumes you want to melee the hydra, which you don't. I've seen it done, and it's not pretty. I think it would be much better to set things up with glitterdust, grease, or summoned monsters, then have the fighter act as an archer, or run up and do some sundering once the AoOs are neutralized. [/QUOTE]
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Why be a 3.5 fighter?
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