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How do I get better tactics from my players?
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<blockquote data-quote="Ashy" data-source="post: 632768" data-attributes="member: 312"><p>Dr. SM - listen to Salia, for she is wise. <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=":)" /> I agree with ALL of her points. (With the sole exception that I would chunck the luck points on the Amulet of the Pack and replace it instead with an all time +X circumstance modifier to all party actions - other wise, have it work just the same!)</p><p></p><p>Another thing that I have found that helps in this scenario is having a strong party leader. Way back in the day I was playing in a 2e FR campaign and I was playing the party leader - a real headstrong lass who put up with ZERO flack from her party members. At first, it was all a dynamic for "whose gonna be the alpha dog", and with luck (and a girdle of giant strength) my character won out. However, after leading the party through several frightful battles wherein only her brillant tactics saved them, the party began listening to her barked orders WILLINGLY. After that, there was no looking back - the party became a tactical machine - we even had battle formations, a code language and all sorts of cool "in character" team additions. It helped immensely, however, that the characters had a supreme threat before them - they were taking on the Red Wizards of Thay, so there were only two choices - be smart and live or die.</p><p></p><p>So, in summary 1. have a strong, smart party leader and 2. have a very real and very deadly threat.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>HTH!</p><p></p><p>(and yes, I'm gonna reply to your email!) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Ashy, post: 632768, member: 312"] Dr. SM - listen to Salia, for she is wise. :) I agree with ALL of her points. (With the sole exception that I would chunck the luck points on the Amulet of the Pack and replace it instead with an all time +X circumstance modifier to all party actions - other wise, have it work just the same!) Another thing that I have found that helps in this scenario is having a strong party leader. Way back in the day I was playing in a 2e FR campaign and I was playing the party leader - a real headstrong lass who put up with ZERO flack from her party members. At first, it was all a dynamic for "whose gonna be the alpha dog", and with luck (and a girdle of giant strength) my character won out. However, after leading the party through several frightful battles wherein only her brillant tactics saved them, the party began listening to her barked orders WILLINGLY. After that, there was no looking back - the party became a tactical machine - we even had battle formations, a code language and all sorts of cool "in character" team additions. It helped immensely, however, that the characters had a supreme threat before them - they were taking on the Red Wizards of Thay, so there were only two choices - be smart and live or die. So, in summary 1. have a strong, smart party leader and 2. have a very real and very deadly threat. ;) HTH! (and yes, I'm gonna reply to your email!) ;) [/QUOTE]
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