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*Pathfinder & Starfinder
Wizard + Dungeon Door = Invincible Wizard?
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<blockquote data-quote="Ltheb Silverfrond" data-source="post: 4593854" data-attributes="member: 39867"><p>As someone who has played wizards from 2E on, I can tell you that this is always what a wizard will do. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It always has been, and pretty much always will be, the most ideal strategy for a wizard.</p><p></p><p>If you want to pressure the wizard a bit more, as others have suggested, run an encounter that puts the wizard at risk should he stay outside the room.</p><p></p><p>The trick here, though, is to make sure the encounter is fair. And by fair, I mean that it doesn't seem like you are out to get the wizard. Before the encounter, let the PCs get a good bearing on the encounter locale; I suggest a set of 2-3 rooms adjacent to a hallway. The rooms may be connected, and they all connect to the hall. </p><p></p><p>In the first room, have the PCs enter a combat that might seem difficult, but isn't. Example: 2 Normal Monsters, and 4 or so minions. Give the monsters some obvious terrain advantages, like difficult terrain seperating the PCs from the opponents, who are ranged attackers, or an environmental hazard, like fire, so the Players look at the encounter, and perceive the terrain and monster placement as tough. They shouldn't be able to tell by the number of foes that the minions are, well minions. They will think this is a medium-to-hard encounter, and will use their best tactics. The wizard will do his thing...</p><p></p><p>As the battle begins, the inevitable noise of combat draws the real foes (2-3 normal monsters, and maybe 4-8 minions) into the combat on the 2nd round. (They might not all arrive the 2nd round, but this turn of events should occur then) They enter from the other rooms into the hall, (or maybe 1 enters into the monster-side of the original room) rushing the wizard and trying to flank the party. They probably should not be able to kill the wizard (or all be able to reach him) but their presence should pose a threat unless the Defenders get in gear or the wizard moves to whatever other advantageous terrain you placed.</p><p></p><p>Remember - The door strategy only works if the terrain you use allows it to. It certainly does not work in wilderness encounters. (Especially if the foes have the PCs encircled or are mostly ranged attackers) It also depends on the monster roles, and really, how merciful you are as a DM. You could easily have Lurkers jump out of the shadows and attack the weaker members of the party. That doesn't mean you should.</p></blockquote><p></p>
[QUOTE="Ltheb Silverfrond, post: 4593854, member: 39867"] As someone who has played wizards from 2E on, I can tell you that this is always what a wizard will do. :) It always has been, and pretty much always will be, the most ideal strategy for a wizard. If you want to pressure the wizard a bit more, as others have suggested, run an encounter that puts the wizard at risk should he stay outside the room. The trick here, though, is to make sure the encounter is fair. And by fair, I mean that it doesn't seem like you are out to get the wizard. Before the encounter, let the PCs get a good bearing on the encounter locale; I suggest a set of 2-3 rooms adjacent to a hallway. The rooms may be connected, and they all connect to the hall. In the first room, have the PCs enter a combat that might seem difficult, but isn't. Example: 2 Normal Monsters, and 4 or so minions. Give the monsters some obvious terrain advantages, like difficult terrain seperating the PCs from the opponents, who are ranged attackers, or an environmental hazard, like fire, so the Players look at the encounter, and perceive the terrain and monster placement as tough. They shouldn't be able to tell by the number of foes that the minions are, well minions. They will think this is a medium-to-hard encounter, and will use their best tactics. The wizard will do his thing... As the battle begins, the inevitable noise of combat draws the real foes (2-3 normal monsters, and maybe 4-8 minions) into the combat on the 2nd round. (They might not all arrive the 2nd round, but this turn of events should occur then) They enter from the other rooms into the hall, (or maybe 1 enters into the monster-side of the original room) rushing the wizard and trying to flank the party. They probably should not be able to kill the wizard (or all be able to reach him) but their presence should pose a threat unless the Defenders get in gear or the wizard moves to whatever other advantageous terrain you placed. Remember - The door strategy only works if the terrain you use allows it to. It certainly does not work in wilderness encounters. (Especially if the foes have the PCs encircled or are mostly ranged attackers) It also depends on the monster roles, and really, how merciful you are as a DM. You could easily have Lurkers jump out of the shadows and attack the weaker members of the party. That doesn't mean you should. [/QUOTE]
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Wizard + Dungeon Door = Invincible Wizard?
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