I see a roleplay hook!Oh gods, the problem is that I'm playing a very chill middle-aged hippie woman who isn't nearly as bothered by the lack of tactics as I am; it's frustrating for me because I want her to come across as capable, but when she can't ever land a hit on anyone, that kind of makes it difficult for me to play my character the way I want to. D'oh.
Satyrn said:I don't understand why you'd need to wait till then. Just loot whatever handaxes, daggers, or spears you can from the cold dead hands of your enemies.
With regards to my struggling with combat, it's not so much the lack of tactics I find frustrating as the lack of consideration. If it were in-character for the fighter in the first example to pommel the enemy closest to me (maybe because I was threatened, or because I was nearing death), I could easily swallow it; I love roleplay, and there's few things I love more than discovering other players are so into their characters that they actually allow their character to influence their tactics (or lack thereof) in combat, when most people are concerned with downing the enemy as quickly as possible. But it really wasn't, and it felt more like 'I want to get the most kills' and less like 'This is what my character would do'.
I don't understand why you'd need to wait till then. Just loot whatever handaxes, daggers, or spears you can from the cold dead hands of your enemies.
Is it okay for players to discuss tactics and intentions during combat? If so, couldn't you just point out when another player's decision is less than optimal? Doesn't mean you can or should try to control their decisions, but they may agree with your observations, especially if the intent behind your own decisions isn't crystal clear.
If tactical conversations are not permitted, you could make a case to the DM/group about why they should be. Failing that, at the end of the day you're only really in control of your own actions anyway, so you might try adjusting your own tactics. Like Bradley said, a thrown weapon or two could eliminate the need to double move when your current melee target dies faster than anticipated.
You cited two cases, are there more? Does this happen every session? Every other session? How rare an occurrence must this be until it's no longer problematic for you? Is it affecting other players tactical effectiveness? Is it affecting their enjoyment of the game?
Could there be more at work here than you're aware? Do the other characters want to steal your character's thunder? Do the other players?
I'm not expecting answers to any of these questions, they're just food for thought as you figure your way through this situation.
Thanks so much for the advice! The DM is on the strugglebus at the moment, and I think she's aware of that; part of it is her not completely knowing the full range of abilities combat creatures have before combat begins. She's migrating to DMing biweekly (with another DM running a different game every other week), so I'm hopeful she'll improve in this regard once she has more time to prep. Having two new players definitely doesn't help, though by now, they should grasp the extent of their character's abilities by this point, too. (One does, but the other definitely doesn't!)
Taking down notes for when I run my own campaign next year, too.
With regards to my struggling with combat, it's not so much the lack of tactics I find frustrating as the lack of consideration. If it were in-character for the fighter in the first example to pommel the enemy closest to me (maybe because I was threatened, or because I was nearing death), I could easily swallow it; I love roleplay, and there's few things I love more than discovering other players are so into their characters that they actually allow their character to influence their tactics (or lack thereof) in combat, when most people are concerned with downing the enemy as quickly as possible. But it really wasn't, and it felt more like 'I want to get the most kills' and less like 'This is what my character would do'.
Only slightly. The thrown weapon won't likely do quite as much damage - but there's nothing beyond that unless you've buffed up your melee power with feats. Regardless, it's stronger than a double move and that's all we suggested doing this for - getting in an attack as you approach the target instead of just closing the distance.Aren't I going to be at some sort of disadvantage until I have some sort of skill? I admittedly am super ignorant in the way of the thrown weapon. I don't think I've ever thrown a weapon. Not even in my Ye Olde 3.5 days.
I see a roleplay hook!
For those times like you describe where the other players swoop in and drop your target, leaving no one for you to face, play up your character's chill. Have her congratulate the ally, say something like "That saves me the fuss" and take a calm relaxed swig of water as you stroll on to your next target.
Let her be relaxed about not being the one to drop the foes - it doesn't have to bother her because she knows she's skilled. She doesn't have to prove it.
Or take them from the fighter who keeps bogarting your targets !
In 3rd edition I had a similar problem. I was playing a barbarian with great cleave. I can't remember if we were using a houserule feat, but I had the ability to cleave then move, cleave then move, cleave then move, ad infinitum, as long as the target went down. The damn druid kept sending his hoard of summoned animals to pick off of the enemies with low hit points. After mentioning several times that his animal hoard kept breaking the links in my cleave chain, the next time it happened I just cleaved through the pack of summoned critters to get to the foe. Only needed to do that once.
Keep in mind that there may be nothing malicious here. Some players have a hard enough time figuring out what they are going to do next, much less consider what other players plan on doing or are capable of doing. Next time, roleplay who your next target is going to be. "Yo, lickspittle. You're next." This should help give the other players an idea of your plans without breaking the 4th wall.
It actually sounds like RP might be causing some of the "issues". Most of the characters I play would be more likely to finish off an enemy in melee with a "very chill middle-aged hippie woman who isn't nearly as bothered by the lack of tactics" than most other PCs even just a change to a "very chill middle-aged hippie woman who makes it obvious that she is taking care of business and doesn't want any help".
Basically, how much do you RP in combat? Do you make things clear to the other players (in character) when you are in over your head or don't want them to focus fire and help you?
Ask the GM why they are placing opponents as far apart as they are, it might just be that they don't really think about it. Consider how your PC would handle the choice, but get yourself some ranged options even if it involves "wasting" spells.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.