D&D 3E/3.5 3.5 Collection of Tactic & Strategies

Jon_Dahl

First Post
One of the great aspects of D&D is that we get to fight monsters (it's basically included in the name!) and we have smart characters with certain level of battle-prowess. Are we really able to play these superhumanly experienced fighters & wizards in the right way? To help this, let's collect great or "great" advices, that help the strategic/tactical side of the game.

I'll start:
1. One of the very basic things above 1st-level is to get ammunition made from different sorts of special materials. There are already plenty of hints of this in DMG and MMs. Just see the collection of different arrows Harpy Archer has and follow the pattern.
2. At 1st-level it pays to buy single unit of masterwork ammunition, in case you some day need to make a shot that doesn't miss. At that moment 6 gp's could be an insignificant amount of money.
3. If a band of adventurers are really bonded for life and not just to make a little money, it's a good idea that everyone spends 1 or 2 skill points in an obscure language, so that they can communicate semi-secretly during a combat. Aquan or Celestial are great choices, just find the Sailors' Guild or a good priest.
4. If you are the last one in the initiative order, please take note if opponents made AoO's during that round. If they did, it usually means they can't make one against you (Combat Reflexes is rare). Just cast a spell or move freely.
5. Always carry a secondary weapon which is light and has different damage type than your primary weapon.
6. If your DM doesn't place a DMPC to your group, try to hire a mercenary that only has one quality: Your DM is willing to admit that he's/she's not a complete idiot. So when you or your group accidently do something embarassingly stupid, your DM has a "voice" in the game to warn you.
7. I hate it when my companion is at -9 hp, about to roll the percentage dice and I have just the right spell to defeat our enemies on the spot. So... A hireling whom never hits with that longsword is pretty much useless from the start, but an unusually brave/stupid 1st-level commoner which walks behind your group and has one potion of cure light wounds to trickle down your throat, is incredibly useful.
8. In case of groups of intelligent opponents you should agree for a secret code which means "I'll ready an action to shoot whoever casts a spell" and for every round one PC should yell that. Comparing weapon damages and spell damages/general lethality, it's definitely worth it.
9. Always conceal a dagger on your body. If your lucky and dexterious, stupid opponents simply can't find it!
 

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10. Specialize in Conjuration. If there is a problem, there is probably a conjuration spell for it. Heavily armored orcs or golems? Grease. Zombie mobs? Web. Harpy Archers? Glitterdust. Traveling? Mount, Phantom Steed, Teleport, or Plane Shift.

Long story short, it pays to have problem solving abilities that do not involve dealing damage to things.
 
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Wizards are your best friend. Clerics are your second best friend. If you are the BSF, make sure the players playing these classes like you! Cookies help.
 

3. If a band of adventurers are really bonded for life and not just to make a little money, it's a good idea that everyone spends 1 or 2 skill points in an obscure language, so that they can communicate semi-secretly during a combat. Aquan or Celestial are great choices, just find the Sailors' Guild or a good priest.

Thats not very realistic... You don't have to learn "Aquan" or "Celestial" or any language so as to communicate secretly with your party in combat... Some sort of code should suffice...

but an unusually brave/stupid 1st-level commoner which walks behind your group and has one potion of cure light wounds to trickle down your throat, is incredibly useful.

Yeah... i don't think brave/stupid fits the profile.... I 'd go with "severely brain damaged"... or "commanded" by the party's wizard...

seriously... that reminds me of the guy carrying the party's equipment in "dorkness rising":D
 

Thats not very realistic... You don't have to learn "Aquan" or "Celestial" or any language so as to communicate secretly with your party in combat... Some sort of code should suffice...

What's more useful, a code that lets you tell your teammates "Wizard fireball orcs, fighter flank worg, cleric heal rogue!" in the middle of combat, or an entire obscure language that lets you convey complex tactical plans in battle, as well as plan beforehand without being understood?
 

cleric heal rogue!

No need of a code for that.. it's his default reaction.

That should be a 1st level class ability for the cleric... :

"When the Cleric is aware that the party's Rogue has 10 HP left or less, he rolls a Will save with a DC of 15 + the Rogue's class level. If he fails the save his next action cannot be other than healing that Rogue. If he makes the roll he suffers a -10 to all rolls because of guilt. The penalty applies until the rogue is restored."
 

Carry a ranged weapon, no matter if you are the barbarian or the wizard. When melee-only enemies are spotted at a distance you'll always have something to do.

If you are surrounded, charge one direction. Enemies in the opposite direction will have more ground to cover before they reach you.
 

Always take your 5' step in whatever direction seems most appropriate. Much of the time, you can avoid impending flanks, charges etc. - if only because your DM may not be able to plot out every monster's movement perfectly beforehand.
 

Use a ranged weapon against enemies with more attacks than you. That way, if you always keep the right distance you and your opponent will always have a single attack + your move action...
 

Keep track of your gear. After a few levels, you probably have a bunch of one-use items, potions, or items that can only be used a few times a day. Have the rarely used items in a Hewards Handy Haversack, to pull out that Oil of Etherealness to escape the enemy.

Along with that, remind yourself of any special class features you have acquired.

Remember combinations. I have a gish character. Used True Strike with a maxed Power Attack, and then activated Belt of One Mighty Blow. Even better was the confirmed crit.
 

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