Keilious
(?)Community Member
- Posted: Thu, 07 Apr 2005 12:02:23 +0000
<img border="0" src="http://img.photobucket.com/albums/v88/Atlimar/Emotes/Emotneutral.gif" align="left">I've been DMing for a little less than a year now (I think, might be more), my campaign is running very well, players are gaining more interest in it rather than becoming bored, mainly because I've introduced some rather complex battles recently (Mechanus opens up a horde of possibilities, heh).
The problem I've always had is that the players are hopeless when it comes to tactics, the Evoker is the only one who really thinks about combat (makes sense I guess, INT 19), so I've been tossing relatively high CR monsters at them alot of the time.
For the next session I've got a very interesting encounter planned out: The players confront a level 5 party, which will probably beat the living daylights out of them using a mass of tactics.
The first and most obvious part is magic, I put in 2 wizards since that opens up lots of possible situations.
Next I added a ranger (plot related) for damage.
A dwarven fighter for defence.
A rogue to explain the ammount of traps.
Cleric for healing (duh).
And a few low level fodder.
Okay, now the players are level 10, so you might think that the level 5's don't stand a chance against the Dwarven Defender's CR 30 or so.
Well that's where my cunning ploy begins...
Maneuver 1: Before the battle begins, the evil party is warned (probably) that someone has infiltrated their base, the wizard casts Haste on everyone, and Mirror Image, moving out of the room and behind a wall while his mirror images stay in the room next to the walls (can't be further than 5ft away, remember?).
When the players enter the room, he sees them through slits in the walls and casts slow on them all.
Maneuver 2: The dwarven fighter alone runs towards the players, and is immediatly surrounded and takes a whole load of attacks in defense + expertise.
Now the wizard casts... Benign Transposition! The Ranger switches places with the dwarf, comences a whirlwind attack, tripping each player with his flail, then getting lots of free attacks against them. The rogue can rush in and sneak attack at this point.
The second wizard casts Benign Transposition, returning the ranger to a safe position.
Maneuver 3: The rogue runs towards a player, tumbles past them.
The cleric and one wizard move forward so that the battle looks like so:
[C][O][W]
[O][P][O]
[O][R][O]
The Cleric trips the player.
Now the ranger charges between the cleric and wizard, getting monstrous bonuses: + 5BAB + 2STR + 2(Flanking) + 2(Charge) + 2 (aid another from cleric) + 2 (aid another from wizard) + 2 (aid another from rogue) + 4 (prone) = + 21! Beating the best player fighter!
Maneuver 4: The room is riddled with traps, one of which is a deadly poisonous gas trigger. (DC: 18, Init: 1d6 Con, Sec: 1d6 Con).
The wizard casts Wind Wall, keeping the evil party from harm while the players either take massive con damage or hold their breaths. Fighters move into the width of the room and buckle down in complete defence to try to make the party run out of breath somehow (working on this one).
So here's my question: The Evoker player will definately stay behind, tossing a fireball or two forward, probably ending the entire encounter before it begins, how should I counter this? What Anti-magic field options are there?
The problem I've always had is that the players are hopeless when it comes to tactics, the Evoker is the only one who really thinks about combat (makes sense I guess, INT 19), so I've been tossing relatively high CR monsters at them alot of the time.
For the next session I've got a very interesting encounter planned out: The players confront a level 5 party, which will probably beat the living daylights out of them using a mass of tactics.
The first and most obvious part is magic, I put in 2 wizards since that opens up lots of possible situations.
Next I added a ranger (plot related) for damage.
A dwarven fighter for defence.
A rogue to explain the ammount of traps.
Cleric for healing (duh).
And a few low level fodder.
Okay, now the players are level 10, so you might think that the level 5's don't stand a chance against the Dwarven Defender's CR 30 or so.
Well that's where my cunning ploy begins...
Maneuver 1: Before the battle begins, the evil party is warned (probably) that someone has infiltrated their base, the wizard casts Haste on everyone, and Mirror Image, moving out of the room and behind a wall while his mirror images stay in the room next to the walls (can't be further than 5ft away, remember?).
When the players enter the room, he sees them through slits in the walls and casts slow on them all.
Maneuver 2: The dwarven fighter alone runs towards the players, and is immediatly surrounded and takes a whole load of attacks in defense + expertise.
Now the wizard casts... Benign Transposition! The Ranger switches places with the dwarf, comences a whirlwind attack, tripping each player with his flail, then getting lots of free attacks against them. The rogue can rush in and sneak attack at this point.
The second wizard casts Benign Transposition, returning the ranger to a safe position.
Maneuver 3: The rogue runs towards a player, tumbles past them.
The cleric and one wizard move forward so that the battle looks like so:
[C][O][W]
[O][P][O]
[O][R][O]
The Cleric trips the player.
Now the ranger charges between the cleric and wizard, getting monstrous bonuses: + 5BAB + 2STR + 2(Flanking) + 2(Charge) + 2 (aid another from cleric) + 2 (aid another from wizard) + 2 (aid another from rogue) + 4 (prone) = + 21! Beating the best player fighter!
Maneuver 4: The room is riddled with traps, one of which is a deadly poisonous gas trigger. (DC: 18, Init: 1d6 Con, Sec: 1d6 Con).
The wizard casts Wind Wall, keeping the evil party from harm while the players either take massive con damage or hold their breaths. Fighters move into the width of the room and buckle down in complete defence to try to make the party run out of breath somehow (working on this one).
So here's my question: The Evoker player will definately stay behind, tossing a fireball or two forward, probably ending the entire encounter before it begins, how should I counter this? What Anti-magic field options are there?