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General Tabletop Discussion
*TTRPGs General
Good tactics to employ?
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<blockquote data-quote="Galfridus" data-source="post: 33122" data-attributes="member: 119"><p>Here are a couple 3E-specific tactics to keep in mind:</p><p></p><ol> <li data-xf-list-type="ol"><strong>Initiative Order is Not God:</strong> Just because the fighter rolled higher than the wizard means he should charge into combat -- if he does, the wizard might be unable to get in a good area effect spell without toasting the fighter. Use the Delay and Ready actions to good effect. My personal favorite is to form "fire teams" who always make sure they act on the same initiative; that way, they are much more likely to act in unison.<br /> </li> <li data-xf-list-type="ol"><strong>Don't be the Hero:</strong>With so much focus on what your character can do, it's easy to forget that sometimes the party would be better off if you helped someone else. If you're a weak fighter, try the Aid Other action: giving someone else a +2 might be a better use of your action than making an attack that is unlikely to hit. Before you cast a spell on yourself, make sure it wouldn't be better to put it on someone else. (A lot of groups make this mistake with buffs: put Mage Armor on the monk, not just the wizard!)<br /> </li> <li data-xf-list-type="ol"><strong>Know Your Options:</strong> It's easy to get caught up in the "I attack with my primary weapon" rut. Think about other combat options: Trip, Bull Rush, Grapple, etc. Often a foe is more easily defeated that way than through sheer damage.<br /> </li> <li data-xf-list-type="ol"><strong>Be Ready to Run:</strong> Before you take any action (but especially movement), think about how that action will affect your ability to run away should the fight go bad. You should only put yourself into "do or die" situations by conscious decision.</li> </ol></blockquote><p></p>
[QUOTE="Galfridus, post: 33122, member: 119"] Here are a couple 3E-specific tactics to keep in mind: [list=1][*][b]Initiative Order is Not God:[/b] Just because the fighter rolled higher than the wizard means he should charge into combat -- if he does, the wizard might be unable to get in a good area effect spell without toasting the fighter. Use the Delay and Ready actions to good effect. My personal favorite is to form "fire teams" who always make sure they act on the same initiative; that way, they are much more likely to act in unison. [*][b]Don't be the Hero:[/b]With so much focus on what your character can do, it's easy to forget that sometimes the party would be better off if you helped someone else. If you're a weak fighter, try the Aid Other action: giving someone else a +2 might be a better use of your action than making an attack that is unlikely to hit. Before you cast a spell on yourself, make sure it wouldn't be better to put it on someone else. (A lot of groups make this mistake with buffs: put Mage Armor on the monk, not just the wizard!) [*][b]Know Your Options:[/b] It's easy to get caught up in the "I attack with my primary weapon" rut. Think about other combat options: Trip, Bull Rush, Grapple, etc. Often a foe is more easily defeated that way than through sheer damage. [*][b]Be Ready to Run:[/b] Before you take any action (but especially movement), think about how that action will affect your ability to run away should the fight go bad. You should only put yourself into "do or die" situations by conscious decision.[/list] [/QUOTE]
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