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*TTRPGs General
Favorite combat tactics? (2nd attempt)
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<blockquote data-quote="Lord Zardoz" data-source="post: 2825113" data-attributes="member: 704"><p><strong>Strategic Withdrawl</strong></p><p></p><p>One tactic that often does not get the respect it deserves is the Strategic Withdrawl. Also known as Running the Hell Away. I am not talking about running away in defeat either, as it is often the tactic of last resort. What I am talking about though, is trading space for time.</p><p></p><p>For tactics like Roof fighting with reach weapons, retreat is a great option. The tactic is only useful as long as you stay in the same room. You can easily just find the nearest door, which is usually not near the ceiling, and then wait for the roof born attackers to come down to the door to fight you.</p><p></p><p>Likewise, may players like to hyper buff, using every enchancement spell to turn their tanks into Juggernauts. Now, if the source of these enhancements is simply bulls strength type spells, why not run from the attackers until the duration expires? Its the same net effect as a dispel magic, but does not require a spell caster.</p><p></p><p>Strategic withdrawl is only viable when you can force an opponent to expend resources or advantages, and to be really effective, you must also return to attack once more as soon as those resources have been expended, but before they can be replaced.</p><p></p><p>This can apply to spells of limited durations, but it also applies to Barbarian Rages, and arrows. Many DM's have had problems dealing with parties that use missile weapons at lower and mid levels. Goblins and Orcs just dont have the staying power. But have you ever deliberately tried to force them to run out of arrows by using cover, range penalties and defensive tactics, so that they barely, if ever, hit? And while raging barbarians are difficult opponents, have you ever gotten them to enter a rage, then ran away, waited for his rage to wear off, and then attack when he is exhausted?</p><p></p><p>Its viable, its just not sexy.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 2825113, member: 704"] [b]Strategic Withdrawl[/b] One tactic that often does not get the respect it deserves is the Strategic Withdrawl. Also known as Running the Hell Away. I am not talking about running away in defeat either, as it is often the tactic of last resort. What I am talking about though, is trading space for time. For tactics like Roof fighting with reach weapons, retreat is a great option. The tactic is only useful as long as you stay in the same room. You can easily just find the nearest door, which is usually not near the ceiling, and then wait for the roof born attackers to come down to the door to fight you. Likewise, may players like to hyper buff, using every enchancement spell to turn their tanks into Juggernauts. Now, if the source of these enhancements is simply bulls strength type spells, why not run from the attackers until the duration expires? Its the same net effect as a dispel magic, but does not require a spell caster. Strategic withdrawl is only viable when you can force an opponent to expend resources or advantages, and to be really effective, you must also return to attack once more as soon as those resources have been expended, but before they can be replaced. This can apply to spells of limited durations, but it also applies to Barbarian Rages, and arrows. Many DM's have had problems dealing with parties that use missile weapons at lower and mid levels. Goblins and Orcs just dont have the staying power. But have you ever deliberately tried to force them to run out of arrows by using cover, range penalties and defensive tactics, so that they barely, if ever, hit? And while raging barbarians are difficult opponents, have you ever gotten them to enter a rage, then ran away, waited for his rage to wear off, and then attack when he is exhausted? Its viable, its just not sexy. END COMMUNICATION [/QUOTE]
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