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Old 05-31-2024, 11:05 PM   #8
corwyn
 
Join Date: Aug 2004
Location: Saskatoon, SK
Default Re: Teleporters

Quote:
Originally Posted by mlangsdorf View Post
Are better group tactics an option? If your group steps into close combat with each other, back to back, then there's no place for teleporters to teleport immediately behind you without having someone else in the way. Especially if your allies have Shield Wall Training or the Sacrificial Block or Parry perks, they can defend for you. Even if they don't, it might be cheaper to have your allies to pick them up rather than you learn some long spell chains.

I know there's a tendency in DFRPG to try to rely on your own character to solve these kinds of problems, but DFRPG is a group game and it often makes more sense to rely on your allies.
The issue the last time we encountered one, we didn't know it was around and the plan had me sniping from a different area, admittedly, not a great plan. In the future, just keeping closer together should make it tougher and more dangerous for him to focus on my back. We have a martial artist with Flurry and an 11 move allowing a 5 yard AOA to ruin his day even if I'm behind the melee. Our cleric has a 1 second Death Vision for a guaranteed stun. Any one of us can kill him in one turn once the cleric stuns him, making him the most likely target now. The cleric is sturdier than I am with significantly more DR so that puts us in a better place.
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