Basic battle tactics

Min/Maxing NPC's to the PC's

As helpful and effective as it is for a DM to design his NPC's so that they are tailored to fight the PC's of a given adventure, it is not a good habit to become dependent on. Just because your PC's might be getting alot of use out of a Maximized Fireball spell does not mean that the bulk of NPC's should suddenly have Potions of protection from fire. All that accomplishes is for your players to become frustrated.

To that end, you should almost never completly customize your NPC's equipment and combat tactics specifically to fit the players.

But, with good recon, mundane or otherwise, you can often get alot of justification.

Example 1:
An evil wizard gets reports of a group of meddlesome heroes attacking his minions. He then sends out a patrol to engage them, but gives the leader an item which he can use to alert the wizard. When the PC's are spotted, the wizard is alerted, and casts Clarvoyance and Clairaudience, and watches the fight. The evil wizard now knows what the players look like, which ones are likely spell casters, and knows a bit about their combat capability. He can note which players are clerics, and what holy symbols they use. After the PC's leave, the mage might be able to have some other minions recover the bodies so he can use Speak with Dead to learn even more.

Example 2:
The Broken Fist Orc's are a brutal band with hostile neigbors, so they have patrolls regularly sweep their borders. A patrol encounters the PC's. One of the Orcs is a runner, with ranks in Hide, and Move Silently, and the Run feat. He gets himself out of sight while the Orcs prepare for battle. The orcs are massacared, but the runner who was hiding about 50 meters away see's and hears what happens. He stays out of sight until the PC's leave, and then runs like hell back to the tribe. He tells the cheif what happened. The cheif then orders an ambush prepared.

As a DM, I like the idea of a recurring villian. To that end, I try to remember to do two things with villians I want to have around for a while. In addition to planning how they will fight the players, I also figure out a way for the villian to gather information on the players, and I plan out a few likely escape routes.

END COMMUNICATION
 

log in or register to remove this ad


Wow -- there's loads of really helpful stuff here! Thanks, everyone!

Expect more specific posts from me once I have actual battle situations to DM. :D
 

Well, having 2 enemy casters is always deadly.....

Much easier to get through elemenetal protections when you hit them twice in a round.

Certain spells in combo are just horrid.

Slow...only take partial actions
Web... takes a full action to free yourself



Marcus
 

NPC wizard bosses are great because they can be very good tacticians and wonderful tactical assets even while poor meleers. They should be smart enough to come up with basic tactics and able to enforce their minions are receptive thanks to Charm et.al.

Small groups need tailored tactics, unlike larger units who get by on bulk.

Casters + Rogues = Summon Monster
This is a wonderful thing. Simply have the casters summon creatures in flanking positions for rogues. The creature doesn't even have to be powerful, just enough to threat. Just be sure to time it so the PC doesn't kill it off before the rogue get's a sneak attack.

Invisibility: not just for characters.
I've found a few invisible Tower Shields can seriously alter the playing field. Watch the fun as the cavalryman tries to charge the NPCs and slams into the braced shield. Enjoy the shocked looks as the kobolds snicker when the Ray of Death stops inches away from them.


Nets/whips/chains
These weapons are typically not worth it for PCs since there are spells and rogue's saps for disabling without killing but in a group of NPCs they can be formidable. Not so much for the damage they do, but for the inconvenience they create. Entangling, tripping, and disarming the PCs will cut down their efectiveness so that the more powerful monsters can get in some easy licks.
Use a triangle formation with, say, a troll in front, and goblins using a net on one side and a whip/chain on the other. The goblins inflict minimal damage, but the -2 to AC and AB will make the troll's life easier. And disarming/tripping the PC will further reduce the PCs ability to inflict damage.

Here are some good basic large group tactics:

Use a formation (square, diamond, triangle, battle line) for units. It cuts down the ability of your NPCs to be flanked which is a biggie. Mix the weapons to suit (i.e. reach weapons for people in the center) or use someone with special abilities like Rogues who can tumble from the center section through the occupied squares to flank opponents.
Place the "heavies" at the front positions. Whatever is most likely to absorb the most physical punishment due to either high HP or AC should be in a place to do so. They don't even have to do that much damage as long as they can get the PCs to fixate on them so the others can be functional.

Mentioned before, a battle line of heavily armored troops followed by reach weapons (and possibly a second row of 15' reach long spears) and archers is a fearsome sight, even when staffed by CR1/4 kobolds.
This format will let at least three NPCs get attacks on each PC. It requires lots of troops, but even opponents <CR-4 can prove a challenge when using tactics like these. Have the archers use arrows at range during the approach and switch to flasks of oil once in melee.
 

I'll also offer something.

Shield other.

This spell can be very scary. Especially when the Wizard you're pelting isn't taking hardly any damage. Or that fighter that the whole party is hammering simply Isn't Dropping.

What to do: Have a cleric (Or two!), and they simply take half damage. If there's two, then one takes half damage, and then one takes half of the other half (the main NPC takes a quarter as does this cleric). Both should likely low level, who are hiding and repeatedly healing. Since the cleric is taking half damage, he should have soem potions and serious heals set up. Maybe two or three; one cleric to help heal the wounded one(s).

Now, imagine this little trick happening with a troll or some other type of monster, or BBEG.
 

Now, imagine this little trick happening with a troll or some other type of monster, or BBEG.

Are you suggesting the troll is the Shieldor, or the Shieldee?

I can see have a Shielded troll being nasty - subdual damage would not be transferred, but anything that dealt real damage - fire, acid - would be split with the caster.

If the troll is the one doing the Shielding, though, I can see two interpretations.

One - "the subject's wounds are transferred to you". Since the troll regenerates normal wounds, the transferred damage affects the troll as subdual damage, and he can regenerate.

Two - "The amount of damage not taken by the subject is taken by you". Since the subject is 'not taking', for example, 10 points of hit point damage, the troll receives 10 points of hit point damage, which he can't regenerate.

As a DM, I think I'd lean towards Two... but I could imagine arguments either way...

-Hyp.
 

I ment the cleric shielding the troll, as in taking the real damage.

Trolls aren't often clerics. But a barbarian cleric could get... ugly.
 



Remove ads

Top