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Is there an OGL/d20 Combat book that...
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<blockquote data-quote="Nagual" data-source="post: 5555834" data-attributes="member: 96771"><p>I'm using this to brainstorm basic tactics that a group of NPCs can utilize in order to make the best of their combined abilities.</p><p></p><p>Say you have a particular rival/enemy faction which you know the PCs will butt heads with.</p><p>You have determined the stats for these NPCs (the factions typical agents).</p><p>I use an NPC template for this (basically a "typical" NPC of a particular class, etc)</p><p>Heroforge is great for this because I can produce them (reasonably) quickly -- and I can modify/level up if required.</p><p><a href="http://www.nzcomputers.net/heroforge/default35.asp" target="_blank">D&D 3.5 and Variants Files</a></p><p></p><p>Some low-level grunts</p><p>Some "sergeants" (just below the PC party's current level)</p><p>A few "captains" (level slightly higher than PCs) and special agents (assassins, etc)</p><p></p><p>I then select a number of these (EL <em>always</em> greater than the party) and set about considering how these guys would work together to achieve common objectives. If there's a large enough group of them -- split them up into squads/units -- squad A , squad B, etc (these could be single individuals if working with smaller groups and/or lower levels). Then it's easier to plan out how they would feasibly respond to specific situations.</p><p></p><p>A -- grunts</p><p>B -- grunts + sergeant</p><p>C -- some sergeants</p><p>D -- Captain, sergeant and grunts</p><p></p><p>RECON: send squad A out to patrol perimeter, squad B follows quietly behind. Squad C patrols outside perimeter (always slow and stealthy). Squad D guards "camp". If AB detects enemy one of the squad will return to inform D. If C encounters enemy -- will attempt to lead them to AB or D.</p><p>AMBUSH: If enemy observed undetected (i.e the squad has not been seen). AB attack rear push PCs towards D. C strike at undefended flank.</p><p>DEFENSE: AB assumes defensive line, D spreads out to watch for breakthroughs, C performs rear or flanking guard.</p><p>ASSAULT: AB frontal assault -- engage and hold enemy. C perform flanking attack -- squeeze em! D steps in the finish them off...</p><p>RETREAT: AB attempts to hold/delay enemy. CD retreat, C engages any enemy which gets past AB.</p><p></p><p>The information use produce should/is going to vary according to the size of the group and their purpose. I'll perhaps post another example in the future, the campaign only just started -- we have only played 5 half-day sessions. Essentially, where possible and appropriate -- group your enemy NPCs and spend a little time considering how they will work together to achieve their objective. I hope this helps...</p></blockquote><p></p>
[QUOTE="Nagual, post: 5555834, member: 96771"] I'm using this to brainstorm basic tactics that a group of NPCs can utilize in order to make the best of their combined abilities. Say you have a particular rival/enemy faction which you know the PCs will butt heads with. You have determined the stats for these NPCs (the factions typical agents). I use an NPC template for this (basically a "typical" NPC of a particular class, etc) Heroforge is great for this because I can produce them (reasonably) quickly -- and I can modify/level up if required. [url=http://www.nzcomputers.net/heroforge/default35.asp]D&D 3.5 and Variants Files[/url] Some low-level grunts Some "sergeants" (just below the PC party's current level) A few "captains" (level slightly higher than PCs) and special agents (assassins, etc) I then select a number of these (EL [I]always[/I] greater than the party) and set about considering how these guys would work together to achieve common objectives. If there's a large enough group of them -- split them up into squads/units -- squad A , squad B, etc (these could be single individuals if working with smaller groups and/or lower levels). Then it's easier to plan out how they would feasibly respond to specific situations. A -- grunts B -- grunts + sergeant C -- some sergeants D -- Captain, sergeant and grunts RECON: send squad A out to patrol perimeter, squad B follows quietly behind. Squad C patrols outside perimeter (always slow and stealthy). Squad D guards "camp". If AB detects enemy one of the squad will return to inform D. If C encounters enemy -- will attempt to lead them to AB or D. AMBUSH: If enemy observed undetected (i.e the squad has not been seen). AB attack rear push PCs towards D. C strike at undefended flank. DEFENSE: AB assumes defensive line, D spreads out to watch for breakthroughs, C performs rear or flanking guard. ASSAULT: AB frontal assault -- engage and hold enemy. C perform flanking attack -- squeeze em! D steps in the finish them off... RETREAT: AB attempts to hold/delay enemy. CD retreat, C engages any enemy which gets past AB. The information use produce should/is going to vary according to the size of the group and their purpose. I'll perhaps post another example in the future, the campaign only just started -- we have only played 5 half-day sessions. Essentially, where possible and appropriate -- group your enemy NPCs and spend a little time considering how they will work together to achieve their objective. I hope this helps... [/QUOTE]
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