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<blockquote data-quote="Tilla the Hun (work)" data-source="post: 1633142" data-attributes="member: 14214"><p>Hmm... assuming human fighter, medium armor, the 'run', or move as a full round action for 4x base movement (20) = 80'. Even if he was in the precise middle of the bridge, he could've made safety. If he was on the far third of the bridge (i.e. 90+) then he had a judgement call to make in the first round of the fight - take the fight to the bad guys or run? Don't dither - go all out for one or the other... Young fighter probably would've charged - but might have made it, or save the rope bridge long enough for backup.</p><p></p><p></p><p>On the general side of tactic/strategy - lotsa good advice floating around here. I'll just add 2 cents...</p><p></p><p>Caution.</p><p></p><p>For any level where you gain a bonus feat, exercise extreme battle caution. These are the levels that GM's tend to focus on that 'slightly tougher than you're used to combats' and any bad rolls will hurt you greatly... The best defense is a good offense, but the best offense is a good defense. As a group, balance the two. Sounds like your group tends to enjoy the -kick back and butt- approach, i.e. inflicting damage to enemies is something they enjoy as individuals. Unfortunately, that means you'll see death as individuals too.</p><p></p><p>For example, in a tightly knit group with a fighter + w_rogue - that rogue will never stray more than 20' from that fighter... He can tumble that far and still get a sneak attack on a flanked foe - and provide the fighter with a +2 to hit. 'course some rogues play w/ ranged wpns but that just costs that +2... The cleric should always have buff spells ready for any miscellany combat - and use them the moment the fight looks tough. Later, get these into items people can use for themselves. The mage is the same way, but at lower levels, he's usually better off being very inventive and sneaky. Druids of 3rd and 4th level have one very good use in combat - instant flanking ability by summoning hordes of creatures... My 3rd level druid recently spent two rounds and summoned 5 wolves - combining with her companion for 6 instant flankers/trippers. Druids get other abilities later (wildshape, etc) that'll change the tactic, but in the beginning they are great hole-pluggers for any combat with a little careful spell selections.</p><p></p><p>Caution though - remember that. Always play as if you're character felt death was around that corner and they want kill it before it kills them. Once a fighter has sprung a trap that he looked for, didn't see, and almost killed him... he should never again plunge down a corridor without letting the rogue check for traps <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Same goes for combat situations. It's hard, playing a character 'learning' - but doing so integrates your groups combat more and more - even with individual flaws, that 'learning' will integrate everything into a whole. For example - a fighter who always charges? The druid holds action until after the fighters charge, then summons opposite the fighter for maximum effect from the summoning, and the thief always tumbles to the far side for sneaks. Flaw turned to advantage.</p><p></p><p>Caution!</p><p></p><p>Just my two cents...</p></blockquote><p></p>
[QUOTE="Tilla the Hun (work), post: 1633142, member: 14214"] Hmm... assuming human fighter, medium armor, the 'run', or move as a full round action for 4x base movement (20) = 80'. Even if he was in the precise middle of the bridge, he could've made safety. If he was on the far third of the bridge (i.e. 90+) then he had a judgement call to make in the first round of the fight - take the fight to the bad guys or run? Don't dither - go all out for one or the other... Young fighter probably would've charged - but might have made it, or save the rope bridge long enough for backup. On the general side of tactic/strategy - lotsa good advice floating around here. I'll just add 2 cents... Caution. For any level where you gain a bonus feat, exercise extreme battle caution. These are the levels that GM's tend to focus on that 'slightly tougher than you're used to combats' and any bad rolls will hurt you greatly... The best defense is a good offense, but the best offense is a good defense. As a group, balance the two. Sounds like your group tends to enjoy the -kick back and butt- approach, i.e. inflicting damage to enemies is something they enjoy as individuals. Unfortunately, that means you'll see death as individuals too. For example, in a tightly knit group with a fighter + w_rogue - that rogue will never stray more than 20' from that fighter... He can tumble that far and still get a sneak attack on a flanked foe - and provide the fighter with a +2 to hit. 'course some rogues play w/ ranged wpns but that just costs that +2... The cleric should always have buff spells ready for any miscellany combat - and use them the moment the fight looks tough. Later, get these into items people can use for themselves. The mage is the same way, but at lower levels, he's usually better off being very inventive and sneaky. Druids of 3rd and 4th level have one very good use in combat - instant flanking ability by summoning hordes of creatures... My 3rd level druid recently spent two rounds and summoned 5 wolves - combining with her companion for 6 instant flankers/trippers. Druids get other abilities later (wildshape, etc) that'll change the tactic, but in the beginning they are great hole-pluggers for any combat with a little careful spell selections. Caution though - remember that. Always play as if you're character felt death was around that corner and they want kill it before it kills them. Once a fighter has sprung a trap that he looked for, didn't see, and almost killed him... he should never again plunge down a corridor without letting the rogue check for traps :) Same goes for combat situations. It's hard, playing a character 'learning' - but doing so integrates your groups combat more and more - even with individual flaws, that 'learning' will integrate everything into a whole. For example - a fighter who always charges? The druid holds action until after the fighters charge, then summons opposite the fighter for maximum effect from the summoning, and the thief always tumbles to the far side for sneaks. Flaw turned to advantage. Caution! Just my two cents... [/QUOTE]
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