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*TTRPGs General
Tactical arguments and how to avoid them
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<blockquote data-quote="merelycompetent" data-source="post: 2849430" data-attributes="member: 33830"><p>It sounds like it's not an issue of trust with the GM, it's an issue of each player not knowing where his/her PC fits into the tactical roadmap, not trusting the other players to fulfill those tactical roles (witness the comment about the player whose characters never flank), and individual players being way too risk-averse.</p><p></p><p>Some of your fellow players may be too unsure of their character's abilities in a fight, and work too hard at minimizing risk. You may also have one or more players who feel completely overwhelmed by the combat rules. You probably want to talk to each of your fellow players, and the DM, and find out how they feel about this idea first: I've found that working out a few standard tactics ahead of time (as The_Gneech has already posted) works extremely well. Get everyone together and create both individual tactics for each PC, and group tactics for everyone to use. Get the DM involved - he or she is the final authority on your game, after all. Adjust the tactics for the personal idiosyncracies of the player or character. Get everybody to buy in and agree to the tactics. (There's a Paladin in the party, right? This is Lawful behavior - use it.) And always have an escape plan. It helps emphasize individual abilities and gives the less-confident players a chance to see their characters shine.</p><p></p><p>Also consider this: You've got somewhere between 3-6 players studying the tactical/strategic situation, but only 1 DM. The players can come up with more tactics on the fly than any but the most experienced, skilled, or lucky DM. As soon as you disrupt the BBEG's plans, your party has a clear advantage in mental resources.</p><p></p><p>I've had one or two players in every group I've DMed or Played in, whose lack of confidence in die rolling (eight 1's for to hit rolls in a row, in one fight, and that was only 50% more than normal) and/or lack of expertise with the rules led them to bog down every strategic/tactical discussion with ways for their character to avoid being in combat. When we sat down together (with the DM there to field rules/game world questions - and offer advice), worked out the benefits/drawbacks of various individual tactics, and used those tactics successfully over the next couple of sessions, everyone's enjoyment of the game improved *dramatically*.</p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="merelycompetent, post: 2849430, member: 33830"] It sounds like it's not an issue of trust with the GM, it's an issue of each player not knowing where his/her PC fits into the tactical roadmap, not trusting the other players to fulfill those tactical roles (witness the comment about the player whose characters never flank), and individual players being way too risk-averse. Some of your fellow players may be too unsure of their character's abilities in a fight, and work too hard at minimizing risk. You may also have one or more players who feel completely overwhelmed by the combat rules. You probably want to talk to each of your fellow players, and the DM, and find out how they feel about this idea first: I've found that working out a few standard tactics ahead of time (as The_Gneech has already posted) works extremely well. Get everyone together and create both individual tactics for each PC, and group tactics for everyone to use. Get the DM involved - he or she is the final authority on your game, after all. Adjust the tactics for the personal idiosyncracies of the player or character. Get everybody to buy in and agree to the tactics. (There's a Paladin in the party, right? This is Lawful behavior - use it.) And always have an escape plan. It helps emphasize individual abilities and gives the less-confident players a chance to see their characters shine. Also consider this: You've got somewhere between 3-6 players studying the tactical/strategic situation, but only 1 DM. The players can come up with more tactics on the fly than any but the most experienced, skilled, or lucky DM. As soon as you disrupt the BBEG's plans, your party has a clear advantage in mental resources. I've had one or two players in every group I've DMed or Played in, whose lack of confidence in die rolling (eight 1's for to hit rolls in a row, in one fight, and that was only 50% more than normal) and/or lack of expertise with the rules led them to bog down every strategic/tactical discussion with ways for their character to avoid being in combat. When we sat down together (with the DM there to field rules/game world questions - and offer advice), worked out the benefits/drawbacks of various individual tactics, and used those tactics successfully over the next couple of sessions, everyone's enjoyment of the game improved *dramatically*. Hope this helps. [/QUOTE]
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