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Kenmis
Pie
(11/23/02 8:06:26 pm)
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When to run
Any advice as to when NPC's should break contact and run? I seem to have a bad time judging when they should break, and then important NPC's end up getting killed and no-one escapes to report to other forces what's going on.

When's a good time to break? 1/2 hit points? 1/3? 1/4th?

Thanks

Kenmis

Trithereon
Pie
(11/23/02 10:41:58 pm)
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Re: When to run
This can be tough. Player Characters can often disable and kill with suprising swiftness. Critical hits can quickly sway the momentum of battle and ruin any well laid plans of the NPCs. Between my players Keen weapons and my monk's Stun Attacks, I often find that NPC get mowed down before they can retreat.

However, there are some key NPCs which should be able to get away if they are lucky and cautious. The two NPCs that have gotten away, so far, in my campaign are: D'gran (invisiblity/fly/gaseous form) and Riu Lotaas (dimension door).

Both of these have gotten away (Riu has survived two encounters with the PCs) because of their special abilities. Basically, your NPCs have to be able to out maneuver the PCs ... and not stick around too long in battle that is going bad.

CrossNightwalker
Pie
(11/24/02 12:07:45 am)
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Re: When to run
A lot of this can be done with judicious use of hanging back in battle. Use your big bad's ranged abilities as you can, sending the cannon fodder to soften up the enemy. Also, hanging back can buy you valuable rounds in which to assess the PCs and decide whether a more strategic (read sneaky) approach is in order. If half of your force goes down without a pause for breath, it's time to retreat and think of a better strategy.

NPCs are people too. If you were a PC, when would you cut and run? Especially if you were soloing a group of monsters?

-Cross

JLXC
Pie
(11/24/02 11:20:12 am)
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Re: When to run
The problem with "Hanging Back" for NPC's in my game is that more than half the party can Dim Door even the Cleric, and if the baddies do that they quickly find themselves locked off from their OWN allies with a Wall of Force, then the PC's are right there hacking and slashing. YMMV.

Do not Meddle in the Affairs of Dragons,

for you are Crunchy & good with Ketchup

Ulthwithian
Pie
(11/24/02 2:49:18 pm)
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Hmm...
Well, first, I'm not even sure if this is LEGAL, since any spell must have a line of effect to its target (which for Dimension Door is a point in space), and a Wall of Force blocks line of effect... at least, this is how I've come to understand the rules.

Now, barring that, there are a couple of other questions that need to be asked.

First, can you list off the ways these guys can Dimension Door? Just curious.

Second, this tactic won't work forever, and can even backfire. If the party is known to be able to do this, then I believe you can key a Dimensional Anchor spell to an Unhallow, and you may want to do that for a few important places (temples, fanes, and the like; I mean, really, how would you like to have a solar teleport right into the Inner Fane?).

Also, please remember that if you Dimension Door, that's all you can do for the round (or, at the very least, you can't attack that round). They try that tactic against a high-level cleric and the touch spells will fly like there's no tomorrow.

"I Dimension Door next to the evil cleric (Hedrack)!"
"He casts Harm. His minions swarm you. Oops."

Finally, remember that you can ready an action for 'if anyone appears right next to me...', and if the party is known for the tactic, it's not unrealistic to think that the opponents wouldn't do that.

Infiniti2000
Pie
(11/24/02 3:45:21 pm)
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ezSupporter
Re: Hmm...
You can dim door through a wall of force, in fact, the description for wall of force specifically says so. Anyway, I agree that it seems curious the cleric can dim door, unless he has a level in sorcerer or wizard. I didn't think you could use activated items like that without having the spell on your class list.

In any event, I'd agree with your tactics for handling the wall of force/dim door maneuver, but don't be in a rush to "punish" the PC's. They have a somewhat clever method of divide and conquer, so let it work for a while. Hedrack, Chymon, etc., will abuse them shortly I'm sure. :)

To the original point: it's a long campaign. Some will get away. Some won't. I don't recommend you picking and choosing, just roll with it. In general, while I'm playing the bad guys and even NPC's I think, "Okay, if I were this character, what would I do?" I consider the intelligence, sanity, and alignment. For bad guys, it frequently comes up "run." One key point to run is if you are badly injured or stand a good chance of being badly injured during the next round or all your fodder is missing.

Ssendam
Pie
(11/25/02 12:47:22 am)
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Re: Hmm...
Quote:
Anyway, I agree that it seems curious the cleric can dim door, unless he has a level in sorcerer or wizard.


Travel domain, bro. A 7th level cleric with the Travel domain gets Dimension Door as a domain spell.

Edited by: Ssendam at: 11/25/02 12:50:41 am
Infiniti2000
Pie
(11/25/02 12:53:25 pm)
Reply
ezSupporter
Dim Door
"Travel domain, bro."

Ah, thanks for the explanation! That's a pretty cool domain, and one that I had apparently forgotten about! Everything seems to be Good, Evil, Healing, blah blah :)

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