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<blockquote data-quote="Jon_Dahl" data-source="post: 5546442" data-attributes="member: 89822"><p>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.</p><p></p><p>I'll start:</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>5. Always carry a secondary weapon which is light and has different damage type than your primary weapon.</p><p>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.</p><p>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.</p><p>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.</p><p>9. Always conceal a dagger on your body. If your lucky and dexterious, stupid opponents simply can't find it!</p></blockquote><p></p>
[QUOTE="Jon_Dahl, post: 5546442, member: 89822"] 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! [/QUOTE]
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