"Ignore me!" Problems with an ultra high AC.


Advice

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Scarab Sages

Claxon wrote:
Btw, I'm sure it legal but how does one get to 15d6 when Shocking Grasp normally caps at 5d6? I don't play casters so I'm not especially familiar with all the tricks.

Intensified Empowered

Level 15 allows for spell perfection so:

Intensified Empowered Quickened


I use In Harm's Way to pretty good effect, as well as Bodyguard with Benevolent armor. I can use Aid Another by spending an attack of opportunity when adjacent friends get attacked to add 6 to their AC. If they get hit anyway, I can take the damage. It's a 3-feat chain (and a cheap armor enhancement), but it sounds kinda like what you want. It can make the guys who aren't AC beasts reasonably competitive, and allows you to pull damage away from them if needed.

Other than the odd feat, spell, or magic item, many of which have been listed here, Pathfinder has no centralized tanking mechanic. It is still a roleplaying game, though. I find insulting the NPCs tends to work alright.


Optimistic Cynic wrote:

Like many of the people here, I was the one with the really high AC. I was playing a Swan Style Monk and the time, and the GM just could not hit me (I could not hit well either, but I could trip and throw like crazy). And with the Swan Style I was able to knock away the few hits that were able to break through my AC with the Nat 20s.

*I* am the one how told him that the baddies, if they have any intelligence higher than, say, three, would give up missing and getting tripped and would go around me to attack my companions. I expect my opponents to act to their Stats.

If I was playing an archer, I'd expect to see my enemies start to take cover. If I had some awesome spell or magic item that was granting me pimpslap abilities, I'd expect some Dispel Magics to be cast at me. If I had a powerful sentient sword that was doing awesomeness, and my enemy knows about it, I'd expect the occasional disarm attempt. If I have an insane AC, I'd expect any intelligent enemy to give up and go after easier prey.

Obviously you have to play to your group's style, but in my opinion the fact the enemy starts to ignore you in straight out slug-fests is a unfortunate but understandable consequence of what you have created. It is up to the Players to find a way to get the enemies to fight them past two/three/four rounds. The Glamour enchantment might buy you a round or two. Maybe instead of continuing the AC war the players should be looking for ways to kill the enemies fast enough that they don't have time to realize the situation.

Crane, Crane Style, not Swan. (slaps forehead)


Optimistic Cynic wrote:
Crane, Crane Style, not Swan. (slaps forehead)

Dang! I was really getting a kick out of thinking there was a Swan Style.

Swans can be quite mean. You could chase around people demanding their bread crumbs!


Claxon wrote:


If I encountered such a situation, and knowing such magics exist, I would head for the things in the back and attack them. If there are casters, they'll be in the back (usually). Also, once they cast one time you know which individual is a spell caster.

I'd put a pretty good knowledge: Arcana or Spellcraft to "know such magics exist".

I'm in the camp of 'mooks' shouldn't be too meta-gamey. Just because they missed the first two or three swings, they wouldn't abandon the fight... They can't see the buffs you have on you can't tell one plate armor from the plate armor +5... Most know there IS magic that can be awesome... but they haven't ever seen a core rule book. or come close to seeing a caster at level 15 or know his abilities...

and with 6 second rounds, it should take a bit before they realize how screwed they are...

BBEGs who have been spying on the heroes or Archenemies who they've met before... TOTALLY different story. That's what seperates the masterminds from the mooks.

Dark Archive

For everyone who had suggestions for how my players can tank better, including builds, tactics, spells, etc., thank you. They've taken it all into consideration.

To everyone else, I think we can agree that this thread is another example that Paizo not allowing editing of posts can cause massive tangents, that might be better avoided if I were allowed to edit my first post. My players LOVE a challenge. They aren't mad that I'm having guys ignoring them after missing a few times. In fact, they love it! They were just looking for ways to tank.

Oh, and yep, tanking might be a VG term. I don't care. Pathfinder needs tanking mechanics, because they've really focused on combat. Thankfully, books like Ultimate Campaign show that they know this, and are attempting to fight against it. Also, I don't care if you think it's too metagame. We're having have fun. I'm also having fun running more roleplay based games, but when I do that, I use systems better suited towards roleplaying and character development. When we play Pathfinder, we want a mechanical combat system that's fun to get into character with, but not as completely combat focused as, say, 4ED was. Seriously, other than the lack of a tanking class, Pathfinder is awesome for that. So is Iron Heroes, but I like magic too much for Iron Heroes to work for me.

Anyways, thanks again for all your suggestions!


Armor as damage reduction


Democratus wrote:

The whole idea of tanking and aggro are video game concepts.

If you want your heavies to defend the casters (forcing attacks against them) then you need to use terrain. Put the heavies in a place where they block access to your casters.

At level 15 if you don't have favorable terrain you should have little problem creating some of your own.

Good luck!

Shieldwall, taunting and skirmishing. Tanking and drawing aggro in history.


The equalizer wrote:

Ignoring them after one round is a bit odd. As previously mentioned, it reeks of meta-gaming. Also, rolling an 18 or an 8 is not immediately clear cut from the attacker's perspective. The 18 will feel alot more co-ordinated than the 8 but the attacker doesn't know they have to hit an ac of x to sucessfully land a blow. The ac is just the number to constitute the total components of dex, armor...etc. For characters with high ac, they normally have a ton from not just armor but also dex based bonuses, deflection and so on. Combat run in multiple games I've been in has been fluid that way. I played a Ip Man sort of pugilist in a game last year. Monk with really high AC who actually drew certain opponents into "wasting" a couple of rounds atacking him. Not saying that every opponent just rushed his way and ignored everyone else. just that those that did had a much lower chance of hitting him than say, the hobgoblin swashbuckler. They attacked for a couple of rounds and some would change targets but they had already wasted 2-3 rounds doing so. It was quite intersting, with the dm describing the cuts and stabs, me describing the blocks and dodges, ducking and weaving. Returning the attacks with light palm strikes. After one round,the opponents didn't say "well that **** has an ac of mid 30s, guess we'll all ignore him now." If the opponents have been briefed or are aware of the particular character's strengths beforehand, then thats a different story but they weren't. Even with a high ac, such characters are not untouchable. Previously, touch attcks completely negate armor are one thing. There are also spells and special monstrous abilities which ignore ac and just force saves. Not to menton swarms and certain abilities which are area of effect and don't even allow a save. Alot can still affect high ac characters but they should be given the opportunity to shine instead of the dm singing the tune of "hur hur hur, everything just ignores you, your high ac character suxxxorx."

Not sure if its been mentioned before...

Yes, pairing a heavy hitter char with good ac but better hp, and a great ac char with a lot of attacks is a fine combination. They switch roles as need be, they soak and attack back in turn. Anyone coming in to play has to choose one or spread it out, and they can ignore the other, but then they may face those awful rounds of both concentrating attacks back. Ignoring a high ac opponent can be a very bad idea.


Artanthos wrote:
Claxon wrote:
Btw, I'm sure it legal but how does one get to 15d6 when Shocking Grasp normally caps at 5d6? I don't play casters so I'm not especially familiar with all the tricks.

Intensified Empowered

Level 15 allows for spell perfection so:

Intensified Empowered Quickened

One should note that even at level 15 you're either burning some high level spell slots (4th for intensified empowered, unless your GM allows Magical Lineage) or using magus arcana that have 1/day limiters to do this - it's not something you can rely on all day unless you invest a decent amount of your WBL into pearls of power.

Out of curiosity, how does Quicken Spell work with Spell Combat (a full round action)?

Swift action SG,
Make your spellstrike/touch attack,
activate spell combat,
make your attacks,
then SP shocking grasp,
then make your spellstrike/touch attack

Something like that?


phantom1592 wrote:

I'd put a pretty good knowledge: Arcana or Spellcraft to "know such magics exist".

I'm in the camp of 'mooks' shouldn't be too meta-gamey. Just because they missed the first two or three swings, they wouldn't abandon the fight... They can't see the buffs you have on you can't tell one plate armor from the plate armor +5... Most know there IS magic that can be awesome... but they haven't ever seen a core rule book. or come close to seeing a caster at level 15 or know his abilities...

and with 6 second rounds, it should take a bit before they realize how screwed they are...

BBEGs who have been spying on the heroes or Archenemies who they've met before... TOTALLY different story. That's what seperates the masterminds from the mooks.

I couldn't disagree more. In Golarion everyone knows magic exists. I'm pretty sure the fact that illusion magic exists is common knowledge, knowing the specifics of a spell would be different and thats where you'd need a spellcraft/know(arcana). It's not meta-gaming for a mook to think "These guys all look the same, must be magic!" nor is it meta-gaming to attack the guys in the rear if they're not wielding melee weapons. Casters and archers can be far more devastating to a group than any single melee combatant. Don't make mooks stupid just to make the game easier. And as a player, if I get a full attack on somebody and not one of my attacks hit I'm going to attack another creature (though I would also ask my GM if they were "near misses" or not) because I'm not going to waste my time attacking something I can't hit.


Don't forget to factor in backwaters. Not everywhere is the cosmopolitan high magic cities.

RPG Superstar 2012 Top 32

Claxon wrote:
Artanthos wrote:
Claxon wrote:
As an aside, how does a Kensai stand up against a raging Barbarian? I feel like a charge pounce from a barbarian with come and get me may do alright.

It would most likely come down to dice rolls.

Cause, you know, the kensai WILL go first and can hit way harder, at least for the first few rounds.

That whole bane weapon + multiple 15d6 shocking grasps per round thing.....

Starting position might make a difference depending on if the magus can reach the barbarian or not. Also whether or not the barbarian has any sort of electrical energy resistance. But, yeah that would be challenging. Of course, if the barbarian isn't one of the first few opponents of the day...

Btw, I'm sure it legal but how does one get to 15d6 when Shocking Grasp normally caps at 5d6? I don't play casters so I'm not especially familiar with all the tricks.

Intensify can get it up to 10d6. Maybe empowered intensified for 10d6 x 1.5? Equivalent to 15d6...

And something my barbarian/magus should remember...


Claxon wrote:


I couldn't disagree more. In Golarion everyone knows magic exists. I'm pretty sure the fact that illusion magic exists is common knowledge, knowing the specifics of a spell would be different and thats where you'd need a spellcraft/know(arcana). It's not meta-gaming for a mook to think "These guys all look the same, must be magic!" nor is it meta-gaming to attack the guys in the rear if they're not wielding melee weapons. Casters and archers can be far more devastating to a group than any single melee combatant. Don't make mooks stupid just to make the game easier. And as a player, if I get a full attack on somebody and not one of my attacks hit I'm going to attack another creature (though I would also ask my GM if they were "near misses" or not) because I'm not going to waste my time attacking something I can't hit.

I was speaking of the 'knowing such magic exists' part. Veil is a very specific and High level spell. There is a difference between knowing that there are such things as illusions.... and knowing which ones and the specifics and limitations of them.

Frankly if everyone looks the same... it could be a silent image. It could well be mirror image. it could be veil... without a spellcraft or knowledge roll you shouldn't have a clue WHAT is going on.

It would be common knowledge that magic exists... and probably common MISinformation that 'mages can do ANYthing...' but the illusions have RULES for how targets can see past them. They get their will saves, they get their chances to interact.. just saying 'i don't beleive it' and acting normally regardless of what the stats say... would be a bit meta-gamey. and knowing more about the limitations of spells then your knowledge rolls would be heavily into 'player knowledge' and not character knowledge.

As a rule, HECK YES, go for the squishies in the back first... take the healers and the blasters out of the equation... but knowing 'magic = dangerous' is not the same thing as knowing that Veil is a specific spell that makes everyone look, act, and smell the same....

RPG Superstar 2012 Top 32

Another thing you can do is have longer adventuring days. Less healing needed = more encounters per day.


Goblins Eighty-Five wrote:

Well, there you go.

My players were laughing their buts off a few months ago when I walked into the room. A few of them had decided to wage an 'AC war' with each other, trying to create builds that would boost their AC.

Fast forward a few months. While the Cleric, Alchemist, and Fighter are still amused with their AC war, everybody else (the Summoner, Sorcerer, and dedicated Archer) is a little bummed about it.

Why?

Because having a high AC is like carrying a great big sign: "IGNORE ME!"

Enemies run up to the high AC guys, and miss them, miss them...and then go for the people they know they can hit.

What does one do to combat this? As in, what classes, feats, spells, etc grant one the ability to say: Attack me, not them! We thought the Armiger class from Super Genius would be good at doing this, but after reviewing it (mind you, quickly), it seems to only exasperate this problem.

Thoughts?

You need to explain yourself better, WHY WOULD THEY IGNORE THEM!?

Are they unarmed? Are they Pacifists? Why would they ignore a huge armoured behemoth who is dealing out killing blows?

I think there's some mighty metagaming going on here, these NPCs aren't acting like real characters, they are acting as pawns of the GM, they are making choices and judgements only a calculated overmind would make.

because if they run past the walking tanks and even try to hurt their squishy wizard friend then they aren't going to be spared any mercy, they will be pounded into the dust then dismembered.

You know who should have the "ignore me" sign? THE LITTLE BOOKWORM IN THE CORNER.

Rushing the archer does sorta make sense, but archers generally should have good AC anyway, really why aren't your tanks exploiting this tendency to be distracted?

Summoner shouldn't have a problem if they ride their Eidolon then hunker under armour and total defence. They can also use the ride skill to use their eidolon as cover.

Sorcerer/Archer really need to focus on range so the trick is things which block movement but doesn't block ranged attack. So things like Caltrops, Caltrop bead, Shard Gel would be good for that.

Not to mention the tanks should be able to do their job at least of body blocking, especially if they have reach weapons, to shield the squishy ranged classes.

You can also let the squishy ranged classes have mounts, especially mounts with melee attacks, to make them less vulnerable.


Confusion/Dominate Person. Make them fight each other. Break out the popcorn.


dude a 2.5 year thread. You shouldn't be calling people out.

And the idea is that these TANKS aren't doing damage, and they usually aren't. Plus Spellcasting is noticeable and everyone knows that spells can do some crazy awesome stuff. And even if the tanks are doing okay damage, it's still best to ignore them until their the last one standing since your attacks are ineffective against them.

And they are acting as real characters. The vast majority of parties I've seen do a fight always target what they think is a spellcaster, or at least the squishiest target. The best plan is to drop someone as fast as you can, and the big ogre can easily be dealt with by the caster, just as your TANK. Wall of earth around you. Now you're stuck in a little box, no save. You're not dead but you're out of the fight.


Gonna need a night stick for this one

*Casts Hallow*

"Turn Unthread!"

*Channels divine might in a pillar of white flame*

Dark Archive

desecrate


I personally switch targets or tactics if I miss a PC - for instance, I'm playing an alchemist in a home game, and I totally whiffed with my bomb on this gray ooze. I was like 'this thing is clearly made of rubber as my bomb just bounced off, I should see if a bolt from my crossbow would fair better.' - next turn pulled out the crossbow and hit the thing.

On my ranger in PFS, I'll unload a full-round/rapid shot one opponent, and if all my attacks (or most of them) miss regardless of what my actual attack rolls are, I'll switch targets (if there is more than one), and then circle back to the one I missed eventually (if still up later).

As to GMing, if the it is an unintelligent creature, I generally attack the nearest PC. If there is more one in reach, then I roll randomly determine who to hit. If the creature has been attacked in the past round, I attack whoever it. If it was hit by more than 1 PC in range in the last round, then I attack whoever did the most damage. I don't have them 'ignore' the impossible to hit enemy, but I also don't have them just sit there and ineffectually hit the high AC tank - especially if the tank hasn't hit them.

As to intelligent NPCs, all bets are off - they can recognize types of armor (unless you have some kind of illusion going masking your armor) and other perceived threats (casters/ranged/high damage dealers).

Shadow Lodge

Alex Trebek's Stunt Double wrote:
You need to explain yourself better, WHY WOULD THEY IGNORE THEM!?

BECAUSE THEY CAN'T HIT THEM.

RPG Superstar 2012 Top 16

Technically, they can hit them...it just bounces off all the armor. Ergo, hit, but not hurt.

It's technically not much different then a low AC high DR build..."Mom, I hit his body and clawed him good and it didn't do anything to him!"

==Aelryinth

Scarab Sages

Artanthos wrote:
Combat Reflexes and Stand Still.

Well, combat reflexes, stand still, step up, following step, step up and strike.

Throw in a few combat manoeuvre feats and you've got the basis of an annoying defensive build there.

Generally if something in Pathfinder has a really high Ac then it's CMD is going to be lower. There's often a really bad save too (if the fighter's dumping his will save then he's a fool, of the three saving throws, reflex is the one that fighters can afford to live without). Any sort of saving throw that doesn't target ac or anything that targets touch ac will help to make these players realise that ac isn't everything.

The Exchange

Thanks to Armed Bravery and Fighter's Reflexes your vanilla Fighter can have pretty good saves all round these days (Fort +12 / Ref +10 / Will +11, without any other modifiers, by level 20). Time to re-think all those archetypes that dumped Bravery for something else... :)

Scarab Sages

ProfPotts wrote:
Thanks to Armed Bravery and Fighter's Reflexes your vanilla Fighter can have pretty good saves all round these days (Fort +12 / Ref +10 / Will +11, without any other modifiers, by level 20). Time to re-think all those archetypes that dumped Bravery for something else... :)

Personally I always ensure my fighters have a decent will save. Fail a reflex save and I take a bit more damage or don't get to attack for a few turns. Fail a will save and I'm killing my own party members. It's just common sense really.

Sadly so many fighter players think they can manage with a disturbingly low will save.


Have had this problem before. The problem is actually worse then you think if those with lower AC are getting pounded on. Those with high AC should be doing everything protecting those with lower AC. My group has a tendency to make builds with incredibly high AC. They are usually the front line guys working to stop the enemy from attacking anyone but them.
The solution has for me been magic and surprise. One of my most successful combats has used both. In two separate campaigns have used Driders with a varied spell list decimate a party. While eventually the party wins they have casualties even from the high AC guys. Those high ACs guys are tanks lacking a high Reflex and Evasion. A well placed Fireball does horrific damage against them.

Shadow Lodge

Aelryinth wrote:
Technically, they can hit them...it just bounces off all the armor. Ergo, hit, but not hurt.

BECAUSE THEY CAN'T HURT THEM THEN.


Goblins Eighty-Five wrote:


Oh, and yep, tanking might be a VG term. I don't care. Pathfinder needs tanking mechanics, because they've really focused on combat. Thankfully, books like Ultimate Campaign show that they know this, and are attempting to fight against it. Also, I don't care if you think it's too metagame. We're having have fun. I'm also having fun running more roleplay based games, but when I do that, I use systems better suited towards roleplaying and character development. When we play Pathfinder, we want a mechanical combat system that's fun to get into character with, but not as completely combat focused as, say, 4ED was. Seriously, other than the lack of a tanking class, Pathfinder is awesome for that. So is Iron Heroes, but I like magic too much for Iron Heroes to work for me.

Anyways, thanks again for all your suggestions!

Personally I think everyone is over thinking the problem. The fighter doesn't NEED a feat or skill check to sling insults at an ogre. Talking is a free action, have the fighter YELL at the damned monster. Except for really intelligent creatures or NPCS most are going to attack the one yelling at them.

Seriously, there isn't an agro mechanic in the game because talking is a free action. Talking or yelling if you really get into the role playing bit is a big part of the game.

Fighter "Hey orc, your mother smelled of elderberries and your father was an elf!"

No feats or dice rolls needed to yell at something. You're the GM, you control all of the opponents, their thoughts, actions and tactics.

Using the ogre again, as someone else said, they ain't bright and get mad. So they are likely going to keep trying to hit the person standing closest to them. They won't just shrug their shoulders and try to punch the wizard.

Maybe that group of orcs are battle hardened and know how to fight better than standard orcs. Maybe they get +8 to their attacks and have better gear having beaten better than average guards.


And more importantly, the individuals that tend to have such incredibly high AC also tend to be less good at attacking, usually to the point where they aren't much of an offensive threat.

If you're not an offensive threat, and your difficult to hit why should I stick around trying to hit you. You might poke me for a little damage, but you're much less of a threat than the wizard or virtually anyone else in your party (probably). Rule number 1 is always kill the wizard first (if you can do so without risking too much for yourself.) So this is merely an extension of that mindset.

Take out the biggest threats, ignore those who are less of a threat until last.


mind sharing how they are getting their high ACs? i only see 2 feats that improve ACs.

RPG Superstar 2012 Top 16

A completely average PF person can get an AC of 41 to 43 just by maxing out the normal AC gear - Mithril Armor, Dex, Deflection, Nat Armor, Luck, Insight. With a shield you can reach almost 50.

I would hazard the cleric made his own gear and is using a shield, so he's ahead of the curve of everyone else.

Remember, full plate +5 and +5 heavy shield is ac 31 Right there, before ANYTHING else. Reaching 40 with a shield is not difficult at all.

==Aelryinth


Holy Thread Necromancy, Batman.

Alex Trebek's Stunt Double wrote:
Goblins Eighty-Five wrote:

Well, there you go.

My players were laughing their buts off a few months ago when I walked into the room. A few of them had decided to wage an 'AC war' with each other, trying to create builds that would boost their AC.

Fast forward a few months. While the Cleric, Alchemist, and Fighter are still amused with their AC war, everybody else (the Summoner, Sorcerer, and dedicated Archer) is a little bummed about it.

Why?

Because having a high AC is like carrying a great big sign: "IGNORE ME!"

Enemies run up to the high AC guys, and miss them, miss them...and then go for the people they know they can hit.

What does one do to combat this? As in, what classes, feats, spells, etc grant one the ability to say: Attack me, not them! We thought the Armiger class from Super Genius would be good at doing this, but after reviewing it (mind you, quickly), it seems to only exasperate this problem.

Thoughts?

You need to explain yourself better, WHY WOULD THEY IGNORE THEM!?

Are they unarmed? Are they Pacifists? Why would they ignore a huge armoured behemoth who is dealing out killing blows?

I think there's some mighty metagaming going on here, these NPCs aren't acting like real characters, they are acting as pawns of the GM, they are making choices and judgements only a calculated overmind would make.

because if they run past the walking tanks and even try to hurt their squishy wizard friend then they aren't going to be spared any mercy, they will be pounded into the dust then dismembered.

You know who should have the "ignore me" sign? THE LITTLE BOOKWORM IN THE CORNER.

Rushing the archer does sorta make sense, but archers generally should have good AC anyway, really why aren't your tanks exploiting this tendency to be distracted?

Summoner shouldn't have a problem if they ride their Eidolon then hunker under armour and total defence. They can also use the ride skill to use their eidolon as cover.

Sorcerer/Archer really need to focus on range so...

I feel like this actually catches most parties coming and going unfortunately.

Up against monsters of animalistic intelligence there is a very obvious reason the monsters would ignore the hulking heavily armored opponents to pick off those that are not visibly well-defended; predators are not interested in being sporting or having a good fight. They will pile in on and kill the weakest-looking thing in the group, which is almost always the low-AC group. A fighter looks like a big heaping dose of "@&%^ that noise" to a tiger; a wizard in pouncing range looks like lunch. As many if not most animal-level INT monsters are predators trying to pray upon the party they would never realistically target tough-looking prey when vulnerable-looking prey is so close by.

Up against more intelligent monsters and humans, however, people in this game system are probably REAL familiar with the fact that the guy in pajamas tends to have a big magical stick he's gonna start swinging if they let him speak, and since magic both takes people out of the fight and keeps allies in it, depriving one side of its mages to engage their warriors on more even terms once their support is gone (or really uneven terms if one side has magic and the other doesn't) is simple tactics. PCs will generally stick to the twin credos of "shoot the medic first" and "shut the mage up FAST", and, well, turnabout is fair play.

Similarly, in a real fight if you're up against multiple opponents you're in a lot more danger if you are fighting on multiple fronts. Rather than ignoring the weaker-looking guys and wading into a fight with the big dude (and often getting ganged up on and gargling your teeth for your trouble) it's better tactics to drop the guys you think you can drop IMMEDIATELY and then take your chances with the guy who you know just by looking is gonna take some licks to get to the chewy center.

The Exchange

With all the genre-savvy bad guys around, it seems like this little beauty...

PRD / Ultimate Equipment wrote:

MOCK ARMOR

Price 90 gp; Weight 10 lbs.
When an arcane caster needs a disguise, she might don a suit of mock armor. Made from leather or thin wood such as balsa or bamboo and painted to look like metal, a suit of mock armor passes as full plate under all but the closest scrutiny. A character inspecting someone in mock armor must succeed at a DC 20 Perception check to identify it as fake. Mock armor gives you no Armor Class bonus, doesn't affect your maximum Dexterity bonus, and has no armor check penalty, arcane spell failure chance, or speed reduction. It cannot be given magical armor abilities, whether enhancement bonuses or properties like fortification or ghost touch. When wearing mock armor, you gain a +4 circumstance bonus on Bluff checks to conceal your identity or allegiance as a spellcaster (for example, in cities where arcane spellcasting is illegal). The Craft (carpentry) or Craft (leather) DC to create mock armor is 25.

... could be a squishy's best friend! Even better if your tankish friends are wearing glamered full plate and pointy hats with sequins sewn on in the shape of moons and stars...

'Rule One: attack the... WTF?!'

:)


Combat isn't just about who or what can hit harder. Consider this PCs can get really high ACs. Why can't smart monsters? No reason at all. Devils, demons and dragons start with high natural AC now give them armor which stacks. Adjust their spell lists since most chosen for them make no sense being just stupid. A melee oriented Demon running around with Burning Hands yet already having an innate Fireball like ability.
As far as attacking the weaker looking PCs that is tactics. A smart party will attempt to prevent that but it will happen. Had a Wizard who no matter where he was got hammered a lot. Those with the high ACs should after initiative be trying to get into melee to prevent the weaker PCs from going down.


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This is one thing I felt the 4e fighter did very well. He didn't force anyone to attack him, he just took advantage of the fact that they weren't paying attention to him to get extra hits in. Feats that worked in a similar way (getting attacks of opportunity when someone hits your buddy) would be great for a bodyguard build in Pathfinder. Either you're protecting your buddies because the enemy is attacking you instead, or you're protecting your buddies by making the guys attacking them go down faster.


Make the super tank grapple and dirty trick for blind.fighter only pin down. Many ways to force a for at yoh


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Jack Mann wrote:
This is one thing I felt the 4e fighter did very well. He didn't force anyone to attack him, he just took advantage of the fact that they weren't paying attention to him to get extra hits in. Feats that worked in a similar way (getting attacks of opportunity when someone hits your buddy) would be great for a bodyguard build in Pathfinder. Either you're protecting your buddies because the enemy is attacking you instead, or you're protecting your buddies by making the guys attacking them go down faster.

Things like 5e's Sentinel feat would really help with trying to "tank" as well.

If something provokes an attack of opportunity from you, its movement stops dead where you hit it. Sorry, guy trying to take a minor swipe to get to the guy behind me, you're going to sit right in my threatened zone until your next turn.

The feat also means there is no "safe" disengage; any movement out of the spaces within 5 feet of you provokes.

And if you're within five feet of a target and they choose to attack someone besides you, you get an AoO.

That'd be a tremendously useful feat to have in Pathfinder, as then your heavily armored guy can actually stop things dead in the process of whacking them, trapping them in full attack range on your turn, be impossible to safely evade at close range, and punish anyone trying to attack someone other than him as long as he's got them there.

The Stand Still feat tries for this but it's not nearly as effective; among other things, Sentinel's movement-stopping works with reach weapons while Stand Still doesn't, and it's often a lot easier for a martial to hit a guy's AC than CMD, because CMD can scale very fast for some things you don't want anywhere near your casters.

Liberty's Edge

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You are encountering the inevitable result of most optimization arms races. At this point there's no solution that isn't going to result in frustrated players and frustrated DM or hurt feelings.

If you ignore the characters with high AC in favor of attacking the moderate-low AC characters, the moderate-low AC characters are going to feel like you're picking on them.

If you rebuild your encounters to counter the high AC characters by using incorporeal creatures, gunslingers, etc, the high AC characters are going to be frustrated because you invalidated their optimization.

If you rebuild your encounters to feature creatures with super attack attack bonuses, the high AC characters are going to be frustrated because you're negating their optimization and the moderate-low AC characters are going to be frustrated because everything suddenly hits them on 2s. (In my experience this is the worst option.)

From my experience, the best solution is to work with the high AC characters to bring them down to reasonable levels. Anything else is going to result in someone being really unhappy.

RPG Superstar 2012 Top 16

Blackwaltzomega wrote:
Jack Mann wrote:
This is one thing I felt the 4e fighter did very well. He didn't force anyone to attack him, he just took advantage of the fact that they weren't paying attention to him to get extra hits in. Feats that worked in a similar way (getting attacks of opportunity when someone hits your buddy) would be great for a bodyguard build in Pathfinder. Either you're protecting your buddies because the enemy is attacking you instead, or you're protecting your buddies by making the guys attacking them go down faster.

Things like 5e's Sentinel feat would really help with trying to "tank" as well.

If something provokes an attack of opportunity from you, its movement stops dead where you hit it. Sorry, guy trying to take a minor swipe to get to the guy behind me, you're going to sit right in my threatened zone until your next turn.

The feat also means there is no "safe" disengage; any movement out of the spaces within 5 feet of you provokes.

And if you're within five feet of a target and they choose to attack someone besides you, you get an AoO.

That'd be a tremendously useful feat to have in Pathfinder, as then your heavily armored guy can actually stop things dead in the process of whacking them, trapping them in full attack range on your turn, be impossible to safely evade at close range, and punish anyone trying to attack someone other than him as long as he's got them there.

The Stand Still feat tries for this but it's not nearly as effective; among other things, Sentinel's movement-stopping works with reach weapons while Stand Still doesn't, and it's often a lot easier for a martial to hit a guy's AC than CMD, because CMD can scale very fast for some things you don't want anywhere near your casters.

Note you're referencing the Stand Still feat. The 'true' Stand Still from 3.5 DID work with reach weapons, and combined with Hedge of Thorns stance, provoked AoO with every movement.

There is a Stand Still ability that works like 3.5 in the Cavalier order of the Shield. Also, Stand Still's language is debateable, since it works off AoO's, and reach weapons effectively give you more 'adjacent squares' to threaten.

Meh.

==Aelryinth


reasonable levels? Unless they had AC 5 the enemies should still ignore them and go for the highest threat.

For smart enemies the target should be Highest Threat + Easiest to kill. If there's a high AC High threat and a low AC High threat then the low AC is the target. And since high AC usually leads to low threat, they are the lowest priority target.


TOZ wrote:
Alex Trebek's Stunt Double wrote:
You need to explain yourself better, WHY WOULD THEY IGNORE THEM!?
BECAUSE THEY CAN'T HIT THEM.

And for me to state why that isn't a reason to ignore them I'd only end up repeating my comment, they very comment you quoted from.

Maybe I need to explain myself better, because I see the logic there, if you can't hit them... then why hit them? That's what you're going for right? Why hit what you cannot hit, unless you get a natural 20.

There are so many things to do other than hit them, way WAY low down on the list should be "lets go stomp someone else very close by". One thing that should naturally come from being unable to hit them is they will realise there is no way they can kill this dude before they are killed by him. That should fundamentally change the combat to them making a fighting retreat as the only way they could survive.

Unless they are truly suicidal, they are so selectively mindless. Not mindless like animals or undead who just attack the biggest threat, but a total lack of mind to their longterm well being they will corner themselves between the archer and fighter just to try to try to blat the archer.

Think about it, most people when they play a modern war video game, when the tank rolls onto the field that seems to be totally invulnerable AND can auto-kill them in a moment, the focus is almost entirely on the tank. What they don't do is a suicide run out into the open next to the tank to shoot a sniper when that leaves them open to certain death.

@Blackwaltzomega

I don't think it is very fair to grant animalistic intelligence with such lateral thinking as to ignore the most obvious threat just to be spiteful. Animals may simplistically fight back against what is threatening them but doing strategic suicidal attacks of actually giving up on what is hurting them to hurt something else.

That's not actually obvious at all.

If animalistic intelligence REALLY DID somehow figure out that the blend of their armour and evasiveness meant they really were impossible to hit, like they were picking a fight with a bulldozer... surely they'd run away.

Why is running away not what they are doing?

"They will pile in on and kill the weakest-looking thing in the group, which is almost always the low-AC group."

Depends on if they are being hunted or this is a territorial showdown.

Because the key with hunting to pick off the weakest is to AVOID the medieval terminator. If they are ALREADY fighting the terminator and the fight is apparently totally hopeless they give up and run away.

Hit and run tactics depend on surprise to never letting Terminator a chance to engage before they drag the wizard off into the woods to enact the part of The Lion King that they didn't show in theatres.

"A fighter looks like a big heaping dose of "@&%^ that noise" to a tiger"

Does it?

How well to tigers understand metal armour? How does it even know that all the obscure and weird AC stacking actually mean this full-plate is essentially untouchable but regular full plate they could get through 10 times out of 20 based on full plate's normal AC and max-dex bonus compared to tiger's attack bonus.

"As many if not most animal-level INT monsters are predators trying to pray upon the party they would never realistically target tough-looking prey when vulnerable-looking prey is so close by."

You may be giving animal intelligence too much credit.

90% of the time they are acting on instinct, what feels right, based on evolutionary pressures.

You know how cats will catch mice even though they aren't even hungry enough to eat the mice and they only thing they actually care about eating is the fancy cat food their owners get for them? Because they have a killer instinct and a fear instinct, but that's not actual logic. See the Man Eaters of Tsavo. Those hunted humans are a far faster rate than they could eat them, and kept taking risks, they weren't hungry or enacting a rational plan but fulfilling a killer instinct.

Really what you describe is a COMPLETELY SEPARATE ISSUE from "their AC is too high".

Because what you describe of avoiding the strongest to pick off the weakest is something that will apply even if the fighter only had AC20 or something. Something a tiger could beat but obviously the small guy trailing behind would be easier.

It is NOT THE CASE that the lion or tiger INITIALLY goes for the fighter then changes his mind to go for the weakest only when the animal makes some rather abstract thinking in the middle of being hacked at with a glaive. A weird vengeance from brink of death of giving up trying to escape by trying to work their way around the fighters to hurt the paper mage out of pure spite.

This would be a failed territorial challenge suddenly turning into the worst time to "hunt".

It's a rather high level intelligence thing to ambush the paper mage of the group, it's a calculated militaristic thing to do, something I'd expect viet cong like group to do. Bandits wouldn't do it, there's no profit in creating a vendetta, only in wiping out the group (to take their stuff) which may only be achieved by trying to take down the biggest one which means attacking him ASAP. Unless they are really wise about paper-mages in which case the onus is on paper-mage to do something about that.

"Up against more intelligent monsters and humans, however, people in this game system are probably REAL familiar with the fact that the guy in pajamas tends to have a big magical stick he's gonna start swinging if they let him speak, and since magic both takes people out of the fight and keeps allies in it, depriving one side of its mages to engage their warriors on more even terms once their support is gone (or really uneven terms if one side has magic and the other doesn't) is simple tactics."

Agreed.

But that's not the situation the OP described.

You are describing something that applies even from level 53 or so, even when fighter AC can be fairly moderate but it still makes all the sense in the world to do as you describe and gank the mage ASAP-as-possible.

What OP described: the mobs gang up on the fighter assuming they are regular fighters but ONLY WHEN DISCOVERING THEY HAVE SUPER HIGH AC FROM AN AC RACE do they suddenly SWITCH THEIR FOCUS.

Because I'm telling you... that is really weird.

If they really think the mage is the primary threat to be attacked first... then why aren't they attacking the mage first?!!? The situation is framed as them seeing the fighter as the high priority and only ignoring the fighter when they somehow know the fighter's AC is "too high". How they know seems like metagaming to me, GM is having the NPCs make decisions based on what the GM knows rather than what the NPCs know. Yeah they missed... maybe they just got unlucky.

The problem you describe - which is very very real, I agree - is actually kinda irrelevant to AC wars between fighter/cleric thing.

The issue there is the GM deciding to have NPCs who are wicked smart.

Solution to that: GM makes them not so smart.

the GM can quite reasonably have it that the NPCs aren't that smart, and frankly some players are so bloody entitled and stubborn this handholding is necessary. Some players love playing the mage but are utterly blithely in denial that they are paper-mages. The GM can leave hints, even explicit warnings that they are numero uno priority target number one and they must take precautions... but when they don't and their character gets killed they have a trantrum that the GM is being unfair and "trying to kill off my character" and rant "HE'S A FLIPPING WIZARD HE HAS NO ARMOUR WHY WOULD YOU ATTACK HIM LIKE THAT".

True story.

The irony was genuinely lost on him when he asked "why would they attack my powerful unarmoured character".

Hey, not that I'm still salty about it...

Plenty of things paper-mages can do particular to paper mages to fix this. Mock Armor as people have mentioned. Actually almost ANYTHING you can do to not seem like a caster, like balance the benefit of wearing wondrous items in the chest or body slot that are well known to only be for casters. Mage Armor spam is always a good idea.

A fighter archer has almost all the same armour options as a melee fighter. Arguably more considering bows/crossbows don't have buckler penalties. They just need to take Snap-Shot ASAP to protect them from CM.

Mounts help a lot, especially mounts with good melee attack or even buy a combat trained dog. Buy a trained hawk to fly overhead to give good warning of approaching badguys.

Mages have lots of options when overwhelmed, an all time classic which I think is criminally overlooked is Obscuring Mist. Such a great low level spell gives you the cover of smoke and almost NOTHING can see through smoke, beats even see-invisibility and even arcane sight and true seeing! Unless they have a Goz mask and you move around a bit in the smoke you are totally fine. Unless they call out the big guns like a huge area of effect attack. Plenty of time to remove nasty status effects and then get invisible and start handing out buffs and other area of effects while staying invis.

But I realise this is all getting a bit off topic.

Because this tactic of blatting the paper mage is something that is still a concern even if the melee combat focused characters had rather weaksauce AC. Solving the problem of AC mismatch doesn't change how paper-mage is a huge target because of the inherent danger of their power compared to defences.


Your post is way to long. You lost me after your tank analogy.

And the problem with it is that the High AC guy usually isn't as lethal as a tank.
The example should be more like, there's a big tank guarding a missile launcher. Which do you go for first? The missile launcher. It's far more effective in winning a war than 1 tank is, and it's easy to kill once you get to it. That's why they have a tank there. But if we kill the missile launcher really quick then we can turn and fight the tank, which may take a while. But we don't have to worry about the missile launcher doing any more damage to the city while we fight that tank.

Also if an enemy is super hard to hit then the plan is, kill all his friends and then overwhelm him. Or, kill his friends, run away with friends bodies to loot.

Also another reason things don't retreat is running away is hard. You're likely to get picked off if you run. PC's don't like you alerting people they are coming.

Grand Lodge

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Pretty much what Chess Pwn said.

You don't flail uselessly at the armored fighter. You let your mage take him out of the fight with spells that make his AC irrelevant.

Meanwhile, you take out their mage before he does the same to you. Simple as that.

No amount of scissors is going to beat rock. That's why you go after paper instead.


Chess Pwn wrote:

Your post is way to long. You lost me after your tank analogy.

And the problem with it is that the High AC guy usually isn't as lethal as a tank.
The example should be more like, there's a big tank guarding a missile launcher. Which do you go for first? The missile launcher. It's far more effective in winning a war than 1 tank is, and it's easy to kill once you get to it. That's why they have a tank there. But if we kill the missile launcher really quick then we can turn and fight the tank, which may take a while. But we don't have to worry about the missile launcher doing any more damage to the city while we fight that tank.

Also if an enemy is super hard to hit then the plan is, kill all his friends and then overwhelm him. Or, kill his friends, run away with friends bodies to loot.

Also another reason things don't retreat is running away is hard. You're likely to get picked off if you run. PC's don't like you alerting people they are coming.

I'm sorry, it's rambling and not focused at all. I'll try to edit it down but I think I might just delete it.

"The example should be more like, there's a big tank guarding a missile launcher. Which do you go for first? The missile launcher."

I agree.

But that's not because I discover I can't get through the tank's armour from shooting at it several times, it's because I almost certainly can hit the missile launcher AND I must hit the missile launcher before it launches all of its missiles. As you say, you go for the missile launcher first. You don't even know the tank is effectively invulnerable. The issue of Ultra-High-AC has been lost. It doesn't matter if the fighters have 35AC or only AC21.

There's two separate issues here:

(1) Some players can have AC that is insanely high that they discover only after attacking them for a while

(2) Paper mages are obvious primary targets even if the fighter has totally hittable AC.

"Also another reason things don't retreat is running away is hard."

Yes, it is quite hard.

Not as hard as needing a natural-20 to do any damage at all, which is why running is better. Withdrawal action is definitely a thing. If threatened area is too deep then simply eating a single attack of opportunity isn't much worse than making a futile attack and sticking around to take a hit. Running away is hard for a PC party if one of their allies is knocked out they don't want to leave them behind as Players get salty. But NPCs can ditch other NPCs and the GM won't be angry with themselves.

PCs get full XP credit for making them run and ditching gear behind as they flee can be the loot drop. Hell they may purposefully drop gear in hopes it will distract the PCs rather than chase them down.

There's fun to be had with chasing, that's how you lure PCs into traps, and if wizard can't keep up then they get munched.

"PC's don't like you alerting people they are coming."

If they get away, they get away, if they don't, good for the party. The point is that NPCs might easily think they have more of a chance to (1) live, and (2) be useful, if they scatter and escape. If it's hard to escape, it's going to be even harder to stand your ground.

Sovereign Court

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TriOmegaZero wrote:

Pretty much what Chess Pwn said.

You don't flail uselessly at the armored fighter. You let your mage take him out of the fight with spells that make his AC irrelevant.

Meanwhile, you take out their mage before he does the same to you. Simple as that.

No amount of scissors is going to beat rock. That's why you go after paper instead.

That's if you can tell which is scissors and which is rock.

My scrawny DEX monk wears a robe & pointy hat with stars & moons, and he opens most fights with Scorching Ray.

Grand Lodge

Charon's Little Helper wrote:
That's if you can tell which is scissors and which is rock.

You usually find out real quick when all your attacks miss.

Sovereign Court

TriOmegaZero wrote:
Charon's Little Helper wrote:
That's if you can tell which is scissors and which is rock.
You usually find out real quick when all your attacks miss.

Does the character know what they roll? If they roll crappy one round against a mediocre AC character do they shift their attacks to a higher AC character?

Besides, what is hitting HP anyway? It's a very vague sort of thing; until you get down to the last 1/4 or so, you aren't really landing solid hits anyway.

Grand Lodge

Charon's Little Helper wrote:
Does the character know what they roll?

You don't describe how good or bad a character does when they attack? They don't learn anything from swinging a sword at someone and missing other than 'I missed'?


TriOmegaZero wrote:
Charon's Little Helper wrote:
Does the character know what they roll?
You don't describe how good or bad a character does when they attack? They don't learn anything from swinging a sword at someone and missing other than 'I missed'?

I've always assumed characters have a vague idea of how well they're performing.

I believe you have a vague idea that your attack was well aimed, almost to the best of your abilities (roll of 19), but you still missed. This enables you to consider that you simply don't have much of a chance to hit the enemy.

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