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Core tactical problems on the 3rd ed battlefield
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<blockquote data-quote="Pielorinho" data-source="post: 466379" data-attributes="member: 259"><p>1. grappled spellcasters</p><p>-Prevent people from reaching your spellcasters.</p><p>-Rog starts sneak-attacking anyone who grapples a spellcaster.</p><p>-Spellcasters keep dagger in one hand to fend off grapplers (i.e., so they can get an AoO).</p><p>-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).</p><p></p><p>2. invisible foes</p><p>-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)</p><p></p><p>3. monsters with high damage resistance</p><p>-Damage-dealing spells generally bypass DR.</p><p>-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).</p><p>-At low levels, alchemist's fire will bypass DR, as will acid flasks and (where appropriate) holy water.</p><p></p><p>4. Monsters with energy/damage type immunities resistances</p><p>-A variety of damage types.</p><p></p><p>5. Flying foes</p><p>-Ranged weapons</p><p>-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)</p><p></p><p>6. spellcasting monsters</p><p>-Dispel Magic</p><p>-Silence</p><p>-Archers with readied actions</p><p></p><p>7. Charm/dominate/possession magic</p><p>-Protection from evil, baby!</p><p>-Dispel Magic</p><p>-A bard</p><p></p><p>8. illusion magic detection</p><p>-Remember that closing one's eyes can thwart such magic -- this is especially useful against spells like mirror image.</p><p>-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!")</p><p>-Dispel Magic</p><p></p><p>9. instant death attacks</p><p>-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.</p><p>-I've not played much at these levels, so I'm not sure.</p><p></p><p>10. monsters that can deal high amounts of damage with a single attack</p><p>-A tank to lead the fight and draw these attacks</p><p>-A cleric to stand behind the tank.</p><p>-Enchantment spells -- many high-damage creatures have low will saves</p><p></p><p>11. overwhelming number of foes</p><p>-Combat reflexes and a reach weapon</p><p>-AoE spells</p><p>-Wall spells (divide and conquer)</p><p></p><p>12. monsters that deal energy (fire acid cold etc) damage</p><p>-Advance warning</p><p>-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.</p><p></p><p>13. monsters that require a specific method to stop</p><p>-The specific method - this isn't really one that parties can be prepared for on a general level</p><p></p><p>14. teleporting foes</p><p>-Readied actions to disrupt the teleport</p><p>-Dimensional Anchor</p><p></p><p>15. monsters with good coordination/planning</p><p>-Better coordination/planning</p><p>-Spells to disrupt their plans -- walls, enchantments, and illusions may work particularly well in this respect, as may AoE spells like spike stones.</p><p></p><p>The only ones I can think of that you've left out are:</p><p></p><p>16. Incorporeal foes</p><p>-Force attacks (e.g., magic missile)</p><p>-Ghost touch weapons, if available</p><p>-If not available, then magic weapons (at low levels, a scroll or two of magic weapon will help tremendously).</p><p></p><p>17. Poison-using foes</p><p>-Tanks to draw the attacks</p><p>-Someone with ranks in healing to prevent secondary damage</p><p>-Antitoxins, delay poison, and neutralize poison at higher levels or if you know you'll be facing poison-users.</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 466379, member: 259"] 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. [/QUOTE]
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