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General Tabletop Discussion
*TTRPGs General
Favorite combat tactics? (2nd attempt)
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<blockquote data-quote="Hussar" data-source="post: 2828709" data-attributes="member: 22779"><p>Something to remember about outdoor battles is mounts. With a couple of feats, a level 1 goblin worg rider with a lance can dump massive damage. Double damage on the charge and he can negate the first hit against his mount sometimes since people want to take out the mount. Spirited charge is great, but it leaves you open to counter attack. It's better to soften things up a bit first with ride by attack. Just make sure that after each attack you put some hard cover between you and whatever you just tagged so that there is no return charge. If you keep moving far enough to force the double moves, you can make several attacks before your opponent gets a single one in.</p><p></p><p>This tactic works best if the party is willing to forego attacks from round to round in order to keep spacing with the opponent.</p><p></p><p>I look at it this way - I'd much rather do a little damage once in a while and take NO damage than do massive damage and invite retaliation. DM's, over a long enough period WILL roll critical hits. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Hussar, post: 2828709, member: 22779"] Something to remember about outdoor battles is mounts. With a couple of feats, a level 1 goblin worg rider with a lance can dump massive damage. Double damage on the charge and he can negate the first hit against his mount sometimes since people want to take out the mount. Spirited charge is great, but it leaves you open to counter attack. It's better to soften things up a bit first with ride by attack. Just make sure that after each attack you put some hard cover between you and whatever you just tagged so that there is no return charge. If you keep moving far enough to force the double moves, you can make several attacks before your opponent gets a single one in. This tactic works best if the party is willing to forego attacks from round to round in order to keep spacing with the opponent. I look at it this way - I'd much rather do a little damage once in a while and take NO damage than do massive damage and invite retaliation. DM's, over a long enough period WILL roll critical hits. :) [/QUOTE]
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