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Let's Talk Player Tactics
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<blockquote data-quote="John Dallman" data-source="post: 8576975" data-attributes="member: 6999616"><p>You're discussing tactical approaches, rather than the fine details of tactics here. </p><p></p><p>The latter are often emergent properties of combat systems. For example, I've played a lot of OD&D and AD&D1e with homebrew initiative systems that operated by counting through the segments of a round, rather like RQ Strike Ranks or Hero System segments. Under those, there is considerable value in casting very quick spells, which was how our L3 and L4 magicians in one fight defeated an enemy L5 magician in the first round of a fight against an opposing party of NPC adventurers. He'd decided to be flashy and <em>Fireball</em> us; two sets of <em>Magic Missile</em>s hit while he was still casting. </p><p></p><p></p><p>That's perfectly true for military forces that need centralised command to be mutually supporting. How does it work for player characters who are all taking their own decisions? </p><p></p><p>Or do you actually mean "Using your ranged attacks effectively to remove the enemy's ranged attacks early on, so that your ranged attacks can then switch to supporting hand-to-hand fighting?"</p><p></p><p></p><p>I've generally played with GMs who could manage to run ambushes fairly. The problems I've seen have been more with players who wanted to look heroic by taking on too much, or could not stick to an ambush plan. </p><p></p><p>Overwhelming the enemy is fine, but my experience is that PCs are often outnumbered, That makes moves that allow you to locally outnumber <em>part</em> of the opposition, even if only briefly, very effective.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 8576975, member: 6999616"] You're discussing tactical approaches, rather than the fine details of tactics here. The latter are often emergent properties of combat systems. For example, I've played a lot of OD&D and AD&D1e with homebrew initiative systems that operated by counting through the segments of a round, rather like RQ Strike Ranks or Hero System segments. Under those, there is considerable value in casting very quick spells, which was how our L3 and L4 magicians in one fight defeated an enemy L5 magician in the first round of a fight against an opposing party of NPC adventurers. He'd decided to be flashy and [i]Fireball[/i] us; two sets of [i]Magic Missile[/i]s hit while he was still casting. That's perfectly true for military forces that need centralised command to be mutually supporting. How does it work for player characters who are all taking their own decisions? Or do you actually mean "Using your ranged attacks effectively to remove the enemy's ranged attacks early on, so that your ranged attacks can then switch to supporting hand-to-hand fighting?" I've generally played with GMs who could manage to run ambushes fairly. The problems I've seen have been more with players who wanted to look heroic by taking on too much, or could not stick to an ambush plan. Overwhelming the enemy is fine, but my experience is that PCs are often outnumbered, That makes moves that allow you to locally outnumber [i]part[/i] of the opposition, even if only briefly, very effective. [/QUOTE]
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