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Basic Tactics: Fighting Pairs

chucku

First Post
Before I started DMing my group I was the Party Leader. Believe me, wiith that group someone had to do it :D ! My character was a wizard who would insist on debriefing the team after every fight. Too many times he would bring up how folks would only start considering their actions on their initiative (yeah, sort of metagamey but it was couched well for proper roleplay ;) ). In most cases they should be watching the flow of battle and already have a plan for at least the next two actions. Of course no plan survives contact with the enemy so adapt but still, think ahead and be ready!

Next I would mention their often disjointed attempts to oppose the enemy. Too many folks would charge in and then get cut off. Or the rogue was busy taking easy flanks when he should be stalking the enemy's rear rankers. Etc. Of course no one likes to be criticized and most roleplayers hate the thought of coming up with elaborate attack strategies that fall apart when the bad guys make their saves or have twice the AC than was thought. The question was then how to get them to act somewhat in concert?

The answer was simplicity itself. Everyone got a BUDDY! Barring extreme circumstances each PC was expected to fight in coordination and support of that partner. They were to explore ways in which they could become more than the sum of their parts and make it work in battle. In combat it was Fighting Pairs that got tasked with specific missions("Rurk, Iklo! Hold that door!"). If nothing else they would quickly decide upon their own goal in combat and work together to do it until something else came up.

The first and primary rule of Fighting Pairs is this: KEEP YOUR PARTNER ALIVE! In battle, as long as your partner was up, it was your responsibility to haul their butt out of danger. If your partner fell, you stabilized them. If they were flanked, you moved to eliminate the threat. If they needed help you couldn't provide it was up to you to find someone who could. My Party Leader PC began to praise folks more for their actions in supporting their partner in battle than their heroics against the enemy. And guess what? It works...

People began paying much greater attention, actions were far more coordinated and characters were much less likely to find themselves isolated and overwhelmed in combat. It's simple to implement and encourages better role play IHMO. No one is necessarily the leader in a Fighting Pair, although if one person or the other wants to lead, to use a dancing term :), its' easy to work out from fight to fight. I have a pair that rock-paper-scissor's it as they rush into battle!

So far the best combos are Melee Fighters & Clerics and Ranged Weapon Fighters & Wizards. Rogues work best with Rogues but we haven't had a Monk in the mix yet.

So if your combats seem tangled and uncoordinated give this simple tactic a try. DMs, give a TEAMWORK XP BONUS after each battle for the best Fighting Pair (get's them competing!). Have fun!
 

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Hey, that's cool!

*yoink*

I think I may incorporate that into my mercenary game. The players' sergeant may give them a lesson in pairing up... maybe I'll throw in a non-lethal "fight" against another squad.
 

That's really cool. :) Gonna suggest that at tonight's game.

The other thing we talk about but then never do is to make sure we throw muscle at magic and magic at muscle. Our tank gets bogged down with other tanks and doensn't just ignore them to go take out the major spellcaster as he should. Our spellcasters waste spells on buffed spellcasting leaders. And of course it's all backwards.
 

EricNoah said:
Our tank gets bogged down with other tanks and doensn't just ignore them to go take out the major spellcaster as he should.

Tanks work best when supported by artillery and light infantry, attacking soft juicy targets, with some maintenance backup.

Ahem, that's in the real world. In the game world, fighters work best when supported by wizards and rogues, attacking enemy spellcasters, backup up by a cleric.

Combined arms is definitely the name of the game. Buddy teams are a great idea -- try to complement abilities within the team. Fighter-rogue, fighter-monk, and monk-rogue are all good combos, since you can bring out flanking/sneak-attack synergies.

A recent near-TPK in our campaign was due primarily to a lack of teamwork and splitting of the party. The next couple of major fights after that incident (with new characters) show a marked improvement in teamwork, though a few players haven't quite figured that out yet.
 


Blackshirt -
Imagine Agon and greymore attacking the enemy head-on while midnight runs around stabbling people in the back; tak deals magical death left and right; angcuru nails everyone with his bow, occasionally going on a slashing spree with stormbrand. Ouchers.:D
 

Fantastic idea!

We have something similar in our campaign, in that 3 characters presently have cohorts and another will have a cohort as soon as another feat becomes available (he's presently 11th level), so to a certain extent this happens already. Example - Xyzzy, the sorceror, is perpetually watched over by Lilliana, his Cleric cohort. Smart chap.

However, this does leave some of us somewhat exposed. I'll have to mention this to the group!
 

chucku, could you please revise the title of this thread to let my player know they should stay out? :p

sounds like a great plan, flexible but decisive.
 

oh my gawd!

i have to appluade you and your group on so many levels! i don't even know where to begin. i just think how i wish so much my gaming group could be like yours. *sniff*

too many times egos get in the way of the greater good for the party. even when atmepting to play in character, noone within my group likes to be told their shortcomings or things they need improvement on. their is a strong independence streak running through everyone. try and tell someone how to run their character, and you'll get more than you bargained for.

and having a party leader? forget about it! even if one was elected, everyone would still want to do their "own" thing. noone would agree that another idea was better than their own, or just not care and contribute nothing. usually things got solved when the dm was forced to make the decision for us. whenever a so-called "party leader" was elected, the party leader would say this is what needs to be done and the first thing out of everyones mouth is:

"are you telling me what to do?!"

arghh! (i'm not saying i don't act like the above, i do)

i congratulate you on your group and your fine battle tactics. maybe you may wanna repost that in the rules forum so others that read that forum can benefit from your wisdom. their are many tactics and battle-plans discussed there as well.
 

Monk + Rouge = whole lot of smackdown. I was the monk part of that equasion and we owned spellcasters. The only thing they could do was fly or teleport away. If they stood thier ground they were going down. It didn't start out that way. The moment came after I had been dodgeing ranged touch attacks and making saving throws all night. The enemy sorcerer cast Magic Missle. I said, "Oh, hell no. No you just didn't do that. I tumble through the fighters, jump over the caster and land behind him." The rouge asks in character, "Where are you going?!" My reply is, "To kick ass. Follow me." The clatter of dice ensues. We decide that it would be a good idea to team up on people from then on.

Another fun one was Psychic Warrior + Rouge. But that only lasted one session.
 

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