Author
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Comment
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arcane12
Memunite
(12/1/03 1:50 pm)
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Those 1st level mooks aren't so bad after all.
I just wanted to say that. Really. Basically what happened was the party wandered into the water temple (went up towards the Clerics rather than down towards the main temple). They allowed one of the first group of gaurds to escape (so that 'the bad guys will be all in one place').
Once they encountered the 'trap' set for them (the unfinished room, I had 6 guys on the balcony, 4 at the far enterance, 3 others in the middle with the high preistess and 3 under the balcony with the Wiz/cleric Nilbool) the big fight happened. As expected they took down about 10 guys with a single fireball, but then the rest opened up with their bows. Because the party cleric had charged the warriors chose the next closest target with a direct line - the Transmuter. Wham! he went down.
I think from now on all the gaurds in the Outer fane will have standing orders to have unarmored figures as highest priority targets
I know it's not a new tactic, but one worth considering. Also sending gaurds to a large room where they can split up to avoid area spells when preparing to take on the party is sound advice. Also having a group of gaurds (in this case it was the skum) in backup to charge in once a few rounds have passed works well.
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Infiniti2000
Cherub
(12/1/03 7:36 pm)
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ezSupporter
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Re: Those 1st level mooks aren't so bad after all.
Those mooks can have a heavy impact if they are able to make some attacks. This is particularly true in the Northern Bridge Complex if the mooks surround Riu (invisibility sphere), are stronger (mass bull's strength), and delay until they get enlarged (mass enlarge person), and then attack.
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arcane12
Memunite
(12/2/03 10:53 am)
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Re: Those 1st level mooks aren't so bad after all.
yeah, well even with those powerups the biggest problems I have are:
1) Low attack bonus: invis +2? Bull's Str +2 (if lucky enough to get it)
total: +9
Player Character AC: 23-27 (31 with buffs)
2)narrow attack areas (small rooms, doorways, corridors). One fireball and poof! crispy fried mook.
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Infiniti2000
Cherub
(12/2/03 12:29 pm)
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ezSupporter
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Re: Those 1st level mooks aren't so bad after all.
"invis +2?" +2 and no AC bonus due to Dex or dodge bonuses.
"Bull's Str +2 (if lucky enough to get it)" In 3.5, it is guaranteed.
3.5 Enlarge person reduces it by 1 but offsets it with a size bonus to strength and gives them the all important reach. However, the biggest problem I had was the 10ft space. If they have to take a -4 penalty to squeeze, then they become more of a hindrance.
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arcane12
Memunite
(12/2/03 2:12 pm)
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Re: Those 1st level mooks aren't so bad after all.
Ok, sorry, I should have been more verbose. :P
"Invis +2?"
An attacker gets a +2 bonus to melee and ranged attacks as well as the defender losing any dex bonus to AC. (as you pointed out)
"Bull's Str +2 (if lucky enough to get it)"
What I meant here is only one group has access to a Greater Barghiest (sp?) and though a group or two may have potions, as they will be lucky to last more than a few rounds, I metagame a little and have them run in without buffing (not really metagaming it is the most sound tactical choice short of giving up or fleeing). So what I meant is few of them have this opportunity (assuming that Riu would even bother to help others... oh look more hearts to eat!)
finally enlarge person: As you said the 10' space is a bother. When you are short on space for fitting 20 warriors in, having this doesn't help. Also yes there is the +2 to str but also -1 (size penalty) that cancels this out and -2 to dex and -1 size penalty to AC hurts. The reach can be a great equaliser however. The size I guess would cut down the amount that get fireballed.
(when it comes to fireballs I just ask what the damaged halved is and if >10 then dont' worry about saves...)
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Ishtarnia
Mortal
(12/3/03 6:56 am)
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Re: Those 1st level mooks aren't so bad after all.
I am real curious how do you get an AC to 27/31....
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arcane12
Memunite
(12/3/03 12:29 pm)
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Re: Those 1st level mooks aren't so bad after all.
ok here goes:
base 10
Armor : +2 full plate (one of the many +1 full plates crafted to +2 by the party transmuter)
Sheild: +2 Heavy steel (see above)
Amulet: Natural armor +1
Ring: Protection +2 (Pooldip)
Dex: +1 ( I think)
total AC: 10 +10 +4 +1 +2 +1 = 28
Hmm... just checked the buffs and can't see where he could get that better. (I think he used to stack protection from evil or sheild of faith before I advised him that two deflection mods dont stack...)
Other chars:
AC: 23 (full plate +1, H.sheild +1, Dex+1)
AC: 27 (FP +1 Tower sheild +1, Dex +1, Ammy +1, Ring +1)
AC: 21 (Studded leather +2, dex +4, Buckler +1)
AC: 13 (Size +1, dex +2)
AC: 11 (Dex +1)
Lets just say that I plan on having missile fire avoid the Full plate brigade from now on... :Evil (already almost killed the transmuter twice (in one combat) due to him being 'best target' one thing to say: Don't be a wizard with low AC standing in the open, closest (not in melee) to the enemy! )
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