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Basic battle tactics
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 576203" data-attributes="member: 5868"><p>Remember combined arms. A group of melee fighters does not yield good tactics. Good tactics comes from combining the strengths and weaknesses of several types of combatants, and employing the strengths of your side against the weaknesses of the other.</p><p></p><p>For example, fighter-types have poor Will saves -- use mind-influencing spells and things like hold person against them. Likewise cleric types tend to have poor Reflex saves, so use area effect spells or others that require a reflex save.</p><p></p><p>In the defense, you want to break up your enemy's attack, and soften him up at a distance, so that he comes at you one at a time in a weakened state. Use spells like Entangle, Web, Walls of Force/Fire/Ice to shape the battlefield, soften the bad guys up with area of effect spells, and use your melee'ers to hold the line while your archers and rogues take out his back rank characters.</p><p></p><p>In the offense, isolate your enemies from each other, so that you can mass your power against him one at a time. it's a similar strategy to the defense -- shape the battlefield with spells, soften the bad guys up, then focus on the most dangerous enemies first. Consider teaming a mobile character like a rogue or monk with a melee tank to take down enemies quicker, while mages and archers keep enemies farther away busy.</p><p></p><p>Remember that good tactics are about more than swinging swords and slinging spells -- well placed buffs, healing, the use of bard song, and the like can change a tough fight into a rout.</p><p></p><p>The best tactics are learned by doing -- consider picking up a D&D based CRPG like Icewind Dale II (which uses 3E rules), if you aren't comfortable running pen-and-paper test combats.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 576203, member: 5868"] Remember combined arms. A group of melee fighters does not yield good tactics. Good tactics comes from combining the strengths and weaknesses of several types of combatants, and employing the strengths of your side against the weaknesses of the other. For example, fighter-types have poor Will saves -- use mind-influencing spells and things like hold person against them. Likewise cleric types tend to have poor Reflex saves, so use area effect spells or others that require a reflex save. In the defense, you want to break up your enemy's attack, and soften him up at a distance, so that he comes at you one at a time in a weakened state. Use spells like Entangle, Web, Walls of Force/Fire/Ice to shape the battlefield, soften the bad guys up with area of effect spells, and use your melee'ers to hold the line while your archers and rogues take out his back rank characters. In the offense, isolate your enemies from each other, so that you can mass your power against him one at a time. it's a similar strategy to the defense -- shape the battlefield with spells, soften the bad guys up, then focus on the most dangerous enemies first. Consider teaming a mobile character like a rogue or monk with a melee tank to take down enemies quicker, while mages and archers keep enemies farther away busy. Remember that good tactics are about more than swinging swords and slinging spells -- well placed buffs, healing, the use of bard song, and the like can change a tough fight into a rout. The best tactics are learned by doing -- consider picking up a D&D based CRPG like Icewind Dale II (which uses 3E rules), if you aren't comfortable running pen-and-paper test combats. [/QUOTE]
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