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Thread: Dropping everything turn 1
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2014-08-21, 02:11 PM (ISO 8601)
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Dropping everything turn 1
Hey guys. I have a question about tactics. Lets say I have a power that creates a zone of pain, and a power that gimps movement, but neither last long enough to be used together, but when used together it wrecks shop. Is it wise (at level 1) to dump both my encounter, my daily, as well as an action point to set it all up? In general is it wise to dump all three turn one? Thanks, and as always, go nuts.
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2014-08-21, 02:36 PM (ISO 8601)
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Re: Dropping everything turn 1
Obviously, every circumstance is different, but in general: yes.
Round 1 is the most important round.Thank you Ceika for the wonderful Avatar avatar!
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2014-08-21, 02:42 PM (ISO 8601)
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- Sep 2007
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Re: Dropping everything turn 1
You should consider what your allies can do to help you in every situation. If you've got a power that's very strong if the enemies are immobilized in it, and you've got a party member who can immobilize them between when you drop it and when the enemies go, letting them do the immobilizing is often going to be a better choice than using an action point to immobilize them yourself.
Ultimately, though, tcrudisi is right - round 1 is the most important round. Murdering or neutering things before they can act is a great idea.
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2014-08-21, 04:09 PM (ISO 8601)
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- Dec 2013
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2014-08-21, 05:27 PM (ISO 8601)
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- Jul 2011
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- Charlotte, USA
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Re: Dropping everything turn 1
You also have to consider if the bad guys are in position or not. Unless my players get a surprise round, they aren't going to find many bad guys standing next to each other. By round 2 or 3 they've used tactics to get a fair number clumped, and then they drop pain.
But if it's a good bet at round 1, go for it.
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2014-08-22, 12:49 AM (ISO 8601)
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- Feb 2014
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Re: Dropping everything turn 1
Note that some DM's have only half the encounter visible at the start of combat and make a couple more creatures (and possibly the big boss) enter halfway through.
Having expended all your encounter powers and daily powers while facing a solo of your level +2 is not nice.Creator of the LA-assignment thread.
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2014-08-22, 12:22 PM (ISO 8601)
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- Jun 2007
Re: Dropping everything turn 1
Actually it is nice if you consider that if you hadn't spent those encounter powers, you'd be facing the solo and its mooks at the same time.
Of course, the key here is to not blow all your powers until you know what's coming. Nevertheless, it is sound advice that in most cases, if you want to use a daily or an action point, then you want to do so in the first round of combat.Guide to the Magus, the Pathfinder Gish class.
"I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums. I'm not joking one bit. I would buy the hell out of that." -- ChubbyRain
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2014-08-22, 02:10 PM (ISO 8601)
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- Feb 2014
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- Arcadia
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Re: Dropping everything turn 1
Creator of the LA-assignment thread.
Come join the new Junkyard Wars and build with SLAs and a breath weapon!
Interested in judging a build competition on the 3.5 forums but not sure where to begin? Check out the judging handbook!
Extended signature!
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2014-08-22, 02:36 PM (ISO 8601)
- Join Date
- Jun 2007
Re: Dropping everything turn 1
Yes, if you see a boss monster, you should probably alpha strike it. My point is, you shouldn't hold back all the time just because there might be a big monster coming up in round three. Because (1) there usually isn't, and (2) if there is, then having removed the first wave of troops is a pretty good deal anyway.
Guide to the Magus, the Pathfinder Gish class.
"I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums. I'm not joking one bit. I would buy the hell out of that." -- ChubbyRain
Crystal Shard Studios - Freeware games designed by Kurald and others!