Pielorinho
Iron Fist of Pelor
Definitely. To add to this, always try to accomplish something in every one of your turns. It's very rare that you'll want to delay your way through an entire round of combat; if you delay, it should be for a specific purpose.DM with a vengence said:The most valuble thing in a D&D combat is an action. Never do something during combat that you could've done before or after.
If you're a wizard with an 8 dex and no offensive spells, and the big bad is in the middle of combat with the party fighter, you can still throw your dagger. You might not hit, but it's better than doing nothing.
I often see people who, because they don't have a really good option in combat, choose to do nothing that round. That's a waste of a precious resource.
Always consider whether you can maximize your round: if you make a single attack, or cast a spell, then you're left with a move or move-equivalent action. Can you do anything useful with this? Can you get into a better position? Can you move out of the way so that an ally can join in the attack? Can you drop your current weapon and draw a better one? Can you pull a potion out of your belt pouch, getting ready to drink it next round?
Charge! The disadvantage to charging (-2 to AC) rarely outweighs the advantages (getting in an attack at +2 ac that you otherwise wouldn't have gotten at all). As often as possible, charge.
Communicate! Tell folks that you need healing. Ask for flanking partners. If you're an archer, tell the frontline guys to clear a path so that you can get a clear shot in without the frontline guys providing cover to the enemy.
Finally, try to anticipate what the bad guys are doing, and respond. If you're standing on a rope bridge and they're not on the rope bridge, there's a pretty good chance they're gonna try to cut you down. Get off that bridge ASAP--and preferably get all the PCs onto the same side of the bridge.
Daniel