Core tactical problems on the 3rd ed battlefield

clockworkjoe

First Post
Combat is perhaps the most used form of conflict resolution in most rpgs, especially D&D. From bar room brawls to set piece battles with thousands fightings, a few types of problems appear.
Here are the tactical problems I see often in a 3E battle. What other problems do you see over and over again and how do you deal with them as a player and as a DM?

1. Lack of Information: Characters acting incorrectly because they don't know a vital piece of information, such as the monster's weaknesses, where they are, or what their objectives should be. No real way to combat this except with divination magic, good team communication, and perhaps some metagaming.

2. Overrun/Grappling: This is a problem especially with spellcasters. A LOT of monsters have improved grab and make liberal use of it. A grappled character is useless and probably dead. Being surrounded by a horde of foes is also a problem as a lack of mobility is a serious problem.

I think every spellcaster should invest some points in escape artist. Vest of escape are a great purchase as well.

The only way to avoid being overrun is through superior mobility and some magic to help you move like fly, dim door, etc.
 

log in or register to remove this ad

It's not really a problem, but one of the PCs in my group got whirlwind attack recently (well, before the group broke up) and it was my task as DM to make it worthwhile. That feat is really useful when you've got a scythe and dozens of 1 or 2HD enemies coming at you. (I also allowed him to use Cleave at the same time. This meant that his turn ended with five feet of empty space all around him every time.) Is that particularly balanced? I don't know, but it sure was fun.

I'm going to be putting the rules to the test in the next adventure, though. Lots of spiked chains, set spears, tactical enemies with a brain and lots of subdual damage. It's going to be every PC's worst nightmare. And Genghis Khan is involved. IMC he's a half-orc.
 

clockworkjoe said:

2. Overrun/Grappling: This is a problem especially with spellcasters. A LOT of monsters have improved grab and make liberal use of it. A grappled character is useless and probably dead. Being surrounded by a horde of foes is also a problem as a lack of mobility is a serious problem.

Grappling creatures don't get dex bonus to their ACs against creatures other than the one being grappled. That means rogues can use sneak attack againts grappling creatures. This should deter creatures from grappling when there are rogues around.

Of course the grappler can take -20 on his grapple check and be considered not-grappled.
 

My biggest problem, and this may be a different sort of problem than what you're asking for, is with flying characters. D&D does a pretty good job of having rules for 2d combats, but 3d combats are a pain in the butt -- and considering that our group considers fly to be one of the two best 3rd-level spells (along with haste), a huge number of our battles are aerial.

How do other folks handle flying combats on a 2d tactical map?

Daniel
 

Grappling creatures don't get dex bonus to their ACs against creatures other than the one being grappled. That means rogues can use sneak attack againts grappling creatures. This should deter creatures from grappling when there are rogues around.

I believe this is specifically not true for creatures with Improved Grab, which is what clockworkjoe was worried about. I don't have the SRD ref handy at the moment, sorry.

John
 

I've just noticed that spellcasters have a tendency to get bogged down before they can get off a spell and if they don't plan for grapplinng, they're basically helpless.
 

A wizard should have a Dimension Door prepared at all times if he can spare it. With verbal components only, it will take you out of any grapple and place you on the best tactical position you can find, at a suitable distance from meleers.
 


flying combat

Pielorinho said:
How do other folks handle flying combats on a 2d tactical map?

None of my party can fly, but several adventures I've put them through involved flying opponents (the latest being a harpy fighter with several archery feats).

Typically I stack the flying creatures on dice, one die per 10 feet of elevation. Though if I had the spare pieces I'd probably go with checkers instead. I remember there was an old Dragonlance boardgame that did something very similar, and thus far it works out just fine.

However, because my entire party is land locked I find I have to play with elevation much less than I might if they all took to the air, since all the flying creatures either have to dive bomb the party to stay at low elevations if they hope to attack.
 

standard tactical threats every adventuring party should be able to deal with:

1. grappled spellcasters

2. invisible foes

3. monsters with high damage resistance

4. Monsters with energy/damage type immunities resistances

5. Flying foes

6. spellcasting monsters

7. Charm/dominate/possession magic

8. illusion magic detection

9. instant death attacks

10. monsters that can deal high amounts of damage with a single attack

11. overwhelming number of foes

12. monsters that deal energy (fire acid cold etc) damage

13. monsters that require a specific method to stop

14. teleporting foes

15. monsters with good coordination/planning

Basically, i think each party should have some sort of idea of how to deal with each type of threat. What kind of threats am I leaving out and what are the best ways to deal with each threat?
 

Remove ads

Top