| Post/Author/DateTime | Post |
|---|---|
| On_the_wings_of_TPK08-27-07, 02:08 AM | Battlefield Control Simply put, battlefield control is limiting your opponents’ ability to move about the field of battle, and limiting their ability to fight effectively. There are two main ways to accomplish this: the first is to change the battlefield in a way that limits what your enemy can do and where they can move. The other is to limit the enemy’s actions in combat. In this guide I will discuss both, and good ways to employ this tactic. As in my previous damage mitigation article, I am concerned mostly with theory and will be discussing what makes certain options effective, rather than simply presenting a laundry list of “good stuff”. The rest of it can be found here (http://www.scribblit.com/users/test63/1415.html#cutid1) |
| RobbyPants08-27-07, 10:59 AM | Nice article (or post or whatever :P) by the way. The status quo and returns thing you mentioned when fighting a single enemy is one of the most important reasons to include minions. When I was a new DM, I made that mistake a few too many times. It's so anticimactic to watch the PC's totally pwn the BBEG because it was a 4 on 1 fight. The cool thing about minions is it forces a different type of battle field control: large area. You find one or two PCs trying to neutralize the minions so the others can concentrate on the BBEG. I love watching the PCs come up with interesting tactics... :plotting: |
| On_the_wings_of_TPK08-27-07, 12:42 PM | Thats where the walls become even more useful. They can cordon off some of the minions behind them, or maybe trap the BBEG until the PCs are ready to deal with him. for DMs they can reshape the battlefield, and make for an interesting encounter as the party wizard may sudden find himself alone with a the BBEG, or a group of minions. |
| Puca08-27-07, 02:21 PM | Nice article. I saw a couple of things. Some are more grammar and punctuation-related, others a bit more serious. Please assume that I very much liked everything Ive not commented on. Second paragraph: Typo still/skill This gives it a -2 to all attack rolls, saves, and skill checks. Even though it cannot make attacks rolls as effectively as before, it can skill attempt them. I would say that the difference between a battlefield control spell and a debuff is that battlefield control seeks to define the battlefield or alter the conditions of the battlefield such that your side gains an advantage. Debuffs target opponents directly. Second paragraph: Now on a one for one basis Hyphenate one-for-one. Fifth paragraph Insert “there are” before the word “more” At worst it is a 1 for 1 trade, but as long as more party members than enemies, it will generate a profit for your group. “number of squares” not “amount of” If you can count it, use the word “number.” They also add to the amount of squares your team threatens, which means more AoOs for you, which generates even more actions. Sixth paragraph Missing “is” The most obvious way to do this with any wall spell. Note: Another use of wall spells is to divide and conquer. 10 skeletons might be more than your party can handle. Two back-to-back battles with five skeletons each wont be. Slpit opponets with a wall or other barriers, then take them out piecemeal. Seventh paragraph Sadly, while it is a great spell, Entagle doesnt make a person Grappled, just entangled. Entangled The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell. So, casters can still cast, but they are hampered. Rogues dont get SA versus entangled opponents. Eighth paragraph This doesnt fit my definition of battlefield control, because it targets the opponents directly. It has the same effect, limiting actions, but it is a different technique. But this isnt my article, so who cares about my definition. :) Delete the second comma and the second “to.” Basically, force them to waste their actions, or to deny them those actions entirely. Delete the comma. Spells like cause fear or fear are good because they force the enemy to waste actions running away from you, instead of attacking. Eleventh paragraph I was glad to see combat reflexes. I was worried it would get left out. You might want to add the advantages of reach, acquired magically through spells like Enlarge Person or by use of a reach weapon. Intelligent creatures dont want to provoke AoOs, so an enlarged barbarian with Combat Reflexes and a glaive can have a major influence on how and where your opponents move. Fourteenth paragraph You mention both of the above here. Because the issues of reach and Combat Reflexes are so intertwined, Id restructure your article to put them together. Also I dont think a half ogre is a humanoid. I believe it is a monstrous humanoid, and therefore is not a legitimate recipient of the Enlarge Person spell. |
| Puca08-27-07, 02:54 PM | Things you may want to add: High ground gives an advantage in melee. Steep slopes can also force a climb check, which will deny some opponents their dex. So will narrow approaches that demand a balance check. Mundane walls and pits can cause enemies to move in a different, more favorable direction. They can also cause opponents to bunch up, setting up more effective area spells. Traps, magical or mundane, can take out an opponent here or there, but they can also make enemies take a different route as a result. Caltrops are a cheap easy way to deny an opponent a square. Charging is a viable tactic: rough terrain shuts it down. Another battlefield control issue is flight. All your hard work goes to hell if the opponent takes to the air. They are high-level, but spells like Control Weather and Control Winds are nice to prevent this. Of course, the Fly spell on your allies is accessible sooner. Another issue is light. It gets ignored a lot, but you have keep it in mind. A torch wont illuminate beyond 40’, and the range of a goblins shortbow is greater than that. If you cannot see your opponents, but they can see you, youre screwed. Dancing Lights is a very key spell. You can cast it at range and move it where needed if the opponents shift. |