u/Tier4Support

Everyone wants to run!

In a recent one shot, there was a situation where all PCs where in Very Close range of an Acid Burrower. All players wanted to move away from the Burrower, since the Acid Spit was damaging everyone. What are the options in daggerheart if everyone wants to take distance from a monster?

It is my understanding that moving away (within Close range) can RAW only be done as part of an action roll, thus creating opportunities for the Burrower to Acid Spit all other PCs again.

Of course the GM might rule that all PCs can move within Close range, since it could make sense for the PCs to do that in the fiction (scary monster and all that), but yet again the GM might also want to keep the PCs close to raise the stakes of the combat.

Do we have any guidance on how these situations can be handled, either RAW or through rulings that worked well at your tables?

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u/Tier4Support — 8 days ago

Wizard Battlefield Control Tips

I will be playing a wizard in an upcoming campaign, very excited for it. The only thing i've decided already is that i will be choosing the School of Knowledge subclass. Ancestry and other things are open to choose.

I have a whole character idea, but would like to focus on my combat strategies in this post. I like the idea of battlefield control, which I understand as the ability to shape the combat in ways which will achieve the objectives of the combat. Dealing damage is less important here.

Examples of battlefield control for me are: granting access to hard to reach places, making it hard for melee adversaries to reach my party, protecting an asset, obscuring vision so a rogue can hide, etc.

I'm looking for advice on how to play the wizard class with the goal of battlefield control in mind: which domain cards to choose, which ancestry, what to do in combat, etc. All ideas are very welcome, thank you!

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u/Tier4Support — 14 days ago