Core tactical problems on the 3rd ed battlefield

1. grappled spellcasters
-Prevent people from reaching your spellcasters.
-Rog starts sneak-attacking anyone who grapples a spellcaster.
-Spellcasters keep dagger in one hand to fend off grapplers (i.e., so they can get an AoO).
-Spellcasters keep a verbal-only spell like Dimension Door prepared (this isn't always practical -- sorcerers, for example, may not want to spend their first 4th-level spell on dimension door).

2. invisible foes
-A scroll of faerie fire, glitterdust, invisibility purge, or see invisibility is cheap and effective. For the first two spells, the caster will ready an action to cast the scroll-spell as soon as the invisible person speaks or attacks (if your DM is mean, specify which of these will be the trigger, based on the invisible foe's MO)

3. monsters with high damage resistance
-Damage-dealing spells generally bypass DR.
-If GMW isn't normally in your repertoire, keep a scroll or two of it handy, cast at the highest level available (rounded down by threes -- so cast at 6th, 9th, 12th, or 15th level).
-At low levels, alchemist's fire will bypass DR, as will acid flasks and (where appropriate) holy water.

4. Monsters with energy/damage type immunities resistances
-A variety of damage types.

5. Flying foes
-Ranged weapons
-The ability to fly (fly itself is a fantastic spell, second only to haste in its utility -- even in dungeons, getting a speed of 90 is worth the spell's 3rd level)

6. spellcasting monsters
-Dispel Magic
-Silence
-Archers with readied actions

7. Charm/dominate/possession magic
-Protection from evil, baby!
-Dispel Magic
-A bard

8. illusion magic detection
-Remember that closing one's eyes can thwart such magic -- this is especially useful against spells like mirror image.
-One high-will-save PC who can advise the others ("You idiots! That's not a wall of screaming babies -- that's an illusion! Run through it!")
-Dispel Magic

9. instant death attacks
-There's a spell in Relics & Rituals called Ironheart (I believe), providing a 1-time +5 bonus to fort or will saves. Everyone in the party should have one, if feasible.
-I've not played much at these levels, so I'm not sure.

10. monsters that can deal high amounts of damage with a single attack
-A tank to lead the fight and draw these attacks
-A cleric to stand behind the tank.
-Enchantment spells -- many high-damage creatures have low will saves

11. overwhelming number of foes
-Combat reflexes and a reach weapon
-AoE spells
-Wall spells (divide and conquer)

12. monsters that deal energy (fire acid cold etc) damage
-Advance warning
-Protection spells (it's often a good idea to cast endure elements: fire every evening on the frontline fighters; if you have pearls of power and haven't used them, now's a good time). Scrolls of protection spells can be handy.

13. monsters that require a specific method to stop
-The specific method - this isn't really one that parties can be prepared for on a general level

14. teleporting foes
-Readied actions to disrupt the teleport
-Dimensional Anchor

15. monsters with good coordination/planning
-Better coordination/planning
-Spells to disrupt their plans -- walls, enchantments, and illusions may work particularly well in this respect, as may AoE spells like spike stones.

The only ones I can think of that you've left out are:

16. Incorporeal foes
-Force attacks (e.g., magic missile)
-Ghost touch weapons, if available
-If not available, then magic weapons (at low levels, a scroll or two of magic weapon will help tremendously).

17. Poison-using foes
-Tanks to draw the attacks
-Someone with ranks in healing to prevent secondary damage
-Antitoxins, delay poison, and neutralize poison at higher levels or if you know you'll be facing poison-users.
 

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I am soooo borrowing that list to give to my players. They suck incredibly bad at dealing with strange enemies (I've TPK'd with some incredibly low CR creatures, while being a complete non-rat bastard.) Just the other day they were telling me that metagaming is a necessity because they can't ever figure out what to do to win a battle...

Of course, put me in their shoes and I could problem solve, but I'm the only one that plays in other games so...
 

GMs rejoice! This is a good list for your NPC tactics as well, BTW.

A well-organized ruffian squad has much the same issues when they confront the PCs.

Better yet, as a GM if you have a climatic battle the the archvillain that will culminate 2 years of gaming, you may want to make sure none of these items will cause your final scene to be reduced to 1.5 seconds...

John
 

Pielorinho said:
1. grappled spellcasters
-Prevent people from reaching your spellcasters.
-Rog starts sneak-attacking anyone who grapples a spellcaster.
One flaw: attacking grappling opponents has a 50/50 chance of hitting either grappler. So that rogue will smack the spellcaster half of the time.
9. instant death attacks
Death ward
 

jmucchiello said:
One flaw: attacking grappling opponents has a 50/50 chance of hitting either grappler. So that rogue will smack the spellcaster half of the time.

Were this true, it'd be a flaw; I'm pretty sure you're mistaken, however. This is what I can find in the SRD on the relationship between grappled people and nongrapplers:

If a combatant's target is already grappling someone else, then the combatant can use an attack to start a grapple, as above, except that the target doesn't get an attack of opportunity against the combatant, and the combatant's grab automatically succeeds. The combatant still has to make a successful opposed grapple check to deal damage and must still move in to be part of the grapple.

...

While a combatant is grappling, that combatant's ability to attack others and defend a itself is limited.

No Threatened Area: A combatant doesn't threaten any area while grappling.

No Dexterity Bonus: A combatant loses it's Dexterity bonus to AC (if a it has one) against opponents a it isn't grappling. (A combatant can still use the bonus against opponents the combatant is grappling.)

You may be getting confused by a passage under the bull rush rules:

Any attack of opportunity made by anyone other than the defender against the combatant during a bull rush has a 25% chance of accidentally targeting the defender instead, and any attack of opportunity by anyone other than the combatant against the defender likewise has a 25% chance of accidentally targeting the combatant.

Am I missing something in the rules? I'm pretty sure the tactic I described was valid.

As for death wards -- they're a great tactic if you're prepared for the monster. However, keeping several scrolls of a fourth-level spell around as a contingency is kind of expensive, and doesn't help against petrification, polymorph, disintegration, and other instakill-type spells.

I'm thinking the best defense against death spells is raise dead :).

Daniel
 

Pielorinho said:
Am I missing something in the rules? I'm pretty sure the tactic I described was valid.

I don't have my PHB at work with me, but I believe the 50% chance for hitting the wrong target applies only to attacks with ranged weapons against someone grappling. So your tactic would work fine.
 

shilsen said:
I don't have my PHB at work with me, but I believe the 50% chance for hitting the wrong target applies only to attacks with ranged weapons against someone grappling. So your tactic would work fine.
Oops. You're right. Only ranged attack have the 50/50 problem. In the SRD (and PH), it is under the Attack Roll Modifiers chart in footnote ****. srd/srdcombatmodifier.html

Joe
 

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