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<blockquote data-quote="Oofta" data-source="post: 7251261" data-attributes="member: 6801845"><p>On a more serious note, I use a couple of simple tactics</p><p></p><p>Mounts that knock prone. Yes those goblins are annoying, but want to up their damage potential? Give them wolf mounts/allies that give them extra mobility and knock opponents prone for advantage.</p><p></p><p>Anything that flies. In my last campaign I had hobgoblin archers on wyvern mounts that would fly overhead, have the hobgoblins pepper the group with arrows or cast spells and then fly off behind cover. Especially effective against a melee heavy group.</p><p></p><p>Flanking. Have that annoying archer that always hides in the back? Have a distraction to get the attention of the group while other sneak around back.</p><p></p><p>Don't use open fields. Many of my combats take place in complex environments. There are many, many ways to use this but the archer that pops up, fires and then ducks back is an example. Monsters that attack from all sides, coming out of the darkness or from total cover. Don't give the group open lines of site, set your fights in cramped quarters now and then.</p><p></p><p>Home field advantage. Goblins are small so why would their corridors be 10 ft wide? Make them at most 5 ft with spots where even they have to squeeze. Let the dumb barbarian follow them, then attack from murder holes.</p><p></p><p>The list goes on, but basically for me it boils down to: don't always have enemies charge straight into melee in fireball formation. Split the party if you can and then focus as much fire on an individual as you can.</p><p></p><p>As always, mix it up and remember that the goal is for <em>everyone</em> to have fun.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7251261, member: 6801845"] On a more serious note, I use a couple of simple tactics Mounts that knock prone. Yes those goblins are annoying, but want to up their damage potential? Give them wolf mounts/allies that give them extra mobility and knock opponents prone for advantage. Anything that flies. In my last campaign I had hobgoblin archers on wyvern mounts that would fly overhead, have the hobgoblins pepper the group with arrows or cast spells and then fly off behind cover. Especially effective against a melee heavy group. Flanking. Have that annoying archer that always hides in the back? Have a distraction to get the attention of the group while other sneak around back. Don't use open fields. Many of my combats take place in complex environments. There are many, many ways to use this but the archer that pops up, fires and then ducks back is an example. Monsters that attack from all sides, coming out of the darkness or from total cover. Don't give the group open lines of site, set your fights in cramped quarters now and then. Home field advantage. Goblins are small so why would their corridors be 10 ft wide? Make them at most 5 ft with spots where even they have to squeeze. Let the dumb barbarian follow them, then attack from murder holes. The list goes on, but basically for me it boils down to: don't always have enemies charge straight into melee in fireball formation. Split the party if you can and then focus as much fire on an individual as you can. As always, mix it up and remember that the goal is for [I]everyone[/I] to have fun. [/QUOTE]
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