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<blockquote data-quote="Nail" data-source="post: 3595840" data-attributes="member: 224"><p>First, let's get this out of the way: Scry allows a Will save in 3.5e, and the target has the advantage. And there's Anticipate Teleport as an all-day buff spell. Scry-Buff-Teleport is no longer the "Be all End All" option as it was in 3.0e.</p><p></p><p></p><p></p><p></p><p>As for Basic Tactics:</p><p></p><p>#1) <strong>When exploring, go slow.</strong> There's often little reason to rush into the middle of things to see what pops out at you. Countless published adventure encounters are <em><u>easily</u></em> defeated by "going slow" and "covering your angles". See a big empty room? Don't go waltzing down the middle of it. In fact, get ready for an ambush by arranging yourself outside the area, then sending in a highly mobile scout.</p><p></p><p>#2) <strong>Concentrate your fire.</strong> As has been mentioned above, don't spread out your attacks unless it's necessary. Have everyone attack one creature at a time until it's dead, so that you remove a source of damage to your party. Modify this tactic with...</p><p></p><p>#3) <strong>Control the battlefield.</strong> Spells do this best, but terrain and group arrangement can do this too. Limit enemy line of sight (Obscuring Mist, etc), his ability to move (Entangle, Grease, Web, Wall of Stone, etc), and his ability to take actions (Slow, Confusion, etc.). If you can force the enemy into attacking through a bottleneck (door, hallway, etc), tough encounters can become laughably easy.</p><p></p><p>#4) <strong>Always consider how your actions can make your allies most effective.</strong> To be frank, lone heroes out in front die quick. Act as a team, using spell buffs, flanking, and judicious AoO provokations. I gotta say this last point is the most important. You'd be surprised how effective a bit of teamwork is.</p><p></p><p></p><p></p><p></p><p>A final note: Making the cleric run around healing you, rather than contributing in some other way, is a major missed opportunity.</p></blockquote><p></p>
[QUOTE="Nail, post: 3595840, member: 224"] First, let's get this out of the way: Scry allows a Will save in 3.5e, and the target has the advantage. And there's Anticipate Teleport as an all-day buff spell. Scry-Buff-Teleport is no longer the "Be all End All" option as it was in 3.0e. As for Basic Tactics: #1) [B]When exploring, go slow.[/B] There's often little reason to rush into the middle of things to see what pops out at you. Countless published adventure encounters are [I][U]easily[/U][/I] defeated by "going slow" and "covering your angles". See a big empty room? Don't go waltzing down the middle of it. In fact, get ready for an ambush by arranging yourself outside the area, then sending in a highly mobile scout. #2) [B]Concentrate your fire.[/B] As has been mentioned above, don't spread out your attacks unless it's necessary. Have everyone attack one creature at a time until it's dead, so that you remove a source of damage to your party. Modify this tactic with... #3) [B]Control the battlefield.[/B] Spells do this best, but terrain and group arrangement can do this too. Limit enemy line of sight (Obscuring Mist, etc), his ability to move (Entangle, Grease, Web, Wall of Stone, etc), and his ability to take actions (Slow, Confusion, etc.). If you can force the enemy into attacking through a bottleneck (door, hallway, etc), tough encounters can become laughably easy. #4) [B]Always consider how your actions can make your allies most effective.[/B] To be frank, lone heroes out in front die quick. Act as a team, using spell buffs, flanking, and judicious AoO provokations. I gotta say this last point is the most important. You'd be surprised how effective a bit of teamwork is. A final note: Making the cleric run around healing you, rather than contributing in some other way, is a major missed opportunity. [/QUOTE]
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