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61

AngryDM Says Something About This Once your characters are obviously going to win, end the encounter/fight. That's tough, but I'm going to sum up what he said. (You should still read it, though) You need to figure out what the main question the encounter is trying to answer, and when the answer becomes obvious, end the encounter! Yes, I know AngryDM's ...


56

I suspect you're underestimating the effects of the wargaming roots, both on D&D specifically and on role-playing games in general, which, in those early days, were all but synonymous. The cover of the original edition of D&D, published in 1974, described it as "Rules for Fantastic Medieval Wargames". Although it included various non-wargaming ...


21

It's been a while since I dealt with 3.5, but couldn't enemies armed with missile weapons just ready actions to "shoot them when they come into range"? That's certainly not a "screw you" approach. As a way to mix things up, you could also introduce terrain that makes this strategy less viable (much reduced line of sight, for example.) or NPCs who are ...


21

Think in terms of how you—as a player, not a DM—might tackle an opponent doing what your players are. There are several things I can think of. Spellcasters with Protection from Arrows and Slow or Grease are good start points. Protection from Arrows removes their attacking options while Slow and Grease, among other spells, are excellent for taking away ...


20

The problem, basically, is that PC defenses and to-hit values increase every other level, and monster to-hit and defenses increase every level. So if you're L8 party (on average) hits 60% of the time, and gets hit 40% of the time. If you face a L15 minion, your party's going to be hit 75% of the time, and is only going to hit 25% of the time. Your PCs will ...


18

A flaming or flaming burst weapon can deal 1d6 fire damage on a hit, if that feature has been activated. Fire damage by-passes a troll’s Regeneration, dealing lethal damage and eliminating the healing for a turn. Setting it on fire is not necessary to damage a troll. On the other hand, fire damage does not automatically start a fire; for the most ...


14

Yep, allies are hit too, otherwise it would say "each Enemy in the blast", as is the case on plenty of attacks (For example, Fire Shroud, contrast with Shock sphere).


13

Nothing stays the same forever. The players won't be expecting to 'get away with' this tactic much longer. If it was my group, I think I'd let them enjoy it while it lasted. When the campaign was ready to move away from the wide open terrain into tight, cramped dungeons, I think we'd all laugh about the good old days on the wide open Outlands and enjoy ...


11

Right now there isn't an official rule. According to Mike Mearls and the Wizards Team that will be an option spelled out in the Dungeon Master's Guide. However this has been an issue for 3.5, Pathfinder, and 4e. You can use this diagram from the Pathfinder SRD to make a ruling on applying a spell's area of effect to a grid until the DMG is released. ...


11

Yes, it means enemies and allies Creature A being in the game world. Both adventurers and monsters are creatures. See also adventurer and monster. - Published in Rules Compendium, page(s) 310. There are options for avoiding friendly fire while still laying down a burst/blast zone that includes friendlies War Wizard's Staff feat lets you slide an ...


10

As a lot of answers are covering on the logical aspects, I will focus on a more mechanical approach to your problem. From what you wrote, your player are level 6 which means that opposition would have by now access to a fair amount of magic/spells. I would like to improve the previous spell list: Spike Growth is a pretty handy solution to your problem, long ...


9

Rules Compendium p. 150 (emphasis mine): A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent. Most reach weapons double the wielder’s natural reach, allowing the wielder to attack at that reach but not within its normal reach. A typical Small or Medium wielder of such a weapon can attack a creature ...


8

Always reward players for being clever. That said, it seems like the previous battle have done so. Now, it's time to hamper that tactic. There are a number of ways to do so: A stationary hard target like a castle, tower, or keep. Baddies use it as a hideout, and have possession of something the PCs need. This can however be partially mitigated by sniping a ...


8

Yes, monks can use Versatile weapons for bonus damage. As you say, there are no simple melee weapons that have the Heavy or Two-handed property. The class feature doesn't say anything about using the weapons with two hands, only that they can't have that property. Since quarterstaves and spears don't have that property, you can use them as versatile ...


8

The original editions' rules were not so heavily focused on combat; Gygax specifically says in the DMG that "It is not in the best interests of an adventure game, however, to delve too deeply into cut and thrust, parry and riposte. The location of a hit or wound, the sort of damage done, sprains, breaks, and dislocate" Likewise, much more experience was ...


7

I'll try to answer by giving elements that are, I suspect, responsible to a certain extent about that. But I doubt there is an official text about why choices were made toward what we have now, so all in all, my answer is quite opinion-based. First steps from wargame As you said D&D was at first some kind of spin-off from Chainmail, think like Mordheim ...


6

The answer to your question is No, using versatile weapons with two hands does not disqualify them as monk weapons. But not because of any reason that made you ask the question because your whole question is wrong as it's clear from your question you haven't understood the paragraph in question. The paragraph in question on pg. 78, PHB says: At 1st ...


6

The Shaman's tactic is fine. Most of the shaman powers are ranged or have the spirit keyword. This means the shaman can stay away from the front lines and stand in a slightly safer position, where the only way to harm him is using ranged attacks or bypassing the defender. It's actually a good thing for the group if the shaman stays back and tries to get ...


6

Badly, and it's not just the math. The system is designed so that there are multiple monster roles to match what you want to get out of a scene. Minions are specifically designed to model "crowd fight" scenes — there's a bunch of them, and it's a real threat, but you don't actually need to worry about any individual one specifically. (In some ways, you can ...


5

So there are a few things which you are not correctly taking into account. You get a limited number of invocations. So while you can specialize all your invocations into Eldritch blast, you are really missing out on versatility. Same with choosing Armor of Shadows over Light Armor. Eldritch blast is 1d10. (avg 5.5) A summoned longsword is 1d8+dex/str and ...


5

There is no longer such a thing as a 'touch attack'. From the linked question: Touch only indicates the range, the target has to be within your natural reach (5' for a medium or small character). If the spell says it requires an attack, that is a spell attack, not a 'touch' attack. Spell attacks are d20 + proficiency bonus + spell attack modifier, resolved ...


4

I'd like to respond to this from a player perspective - this is how our GM (Kyle) is running our game (Pathfinder 3.5) and I'll outline some of the things he does, and things we do, that makes it work. Know HOW to run the game with a grid and minis. Kyle has a ridiculous knowledge of rules. He rarely, rarely, needs to look anything up, so we trust his ...


4

"Terrain is often of more value than bravery." — Flavius Vegetius Renatus, De re militari Just because your players are failing to make use of the terrain around them, doesn't mean their enemies won't The NPC enemies that your players face should me making heavy use and advantage of powerful terrain features to their advantage. They should be getting a ...


4

Creative Fatigue Creative Fatigue is when you get mentally tired having to generate new, creative stuff, in the moment during play. Some game systems this is more, or less of an issue. Two things influence this: 1) Iterations vs. outcome How many times do you have to come up with creative descriptions for a given situation? If a whole situation is ...


4

According to this discussion, Unless otherwise stated, a summoned creature's maximum hit points equal your bloodied value. If it drops to 0 hit points, it is destroyed and you lose a healing surge. If you have no surges to lose, you take damage equal to half of your bloodied value. Its defenses equal your defenses when you summon it, not ...


4

Surprisingly, no. There is no such rule. although there is a rule titled "Ranged attacks in close combat", this is about a shooter that is involved in close combat and still wants to shoot. There is no direct penalty for shooting into an other close combat. The only rule applicable is Cover (PHB Page 196). Depending on who is where, your opponent might be ...


4

Hum wait... I'm not sure about my answer because it seems quite obvious to me and nearly no one had it as main answer, maybe there is a in-universe limitation but... Keep on galloping If the Outlands has a lot of open space, my opinion is that local culture should have adapted to warfare in these environments. And, unless I'm wrong, open field call to ...


4

This is entirely up to the DM. The examples given for half and 3/4 cover lead me to believe that his would probably be half cover, if it provides any cover at all (it wouldn't have in 4th). However, there are no real rules regarding what constitutes half/three fourths cover, so this is left entirely up to DM discretion at this point. The way I would rule ...


3

Other answers covered points, but I saw nothing on a little bit of equipment for your NPC's. You would have to assume that any NPC's on the outlands are used to engaging in fights on the open terrain, and therefore would come equipped for it. Bolo and other immobilizing weapons (nets?) Hard to run away when you can't move. Forces the other PC's to come ...


3

What are the reasons for these encounters? I would normally say there needs to be a reason for narrative consistency but maybe you're not doing RP for the story. However as many people have alluded to, the reason for an encounter can largely inform the methods of countering strategies. Guard: Their job isn't to kill anyone who might be an intruder; it's to ...



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