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<blockquote data-quote="Steverooo" data-source="post: 1019617" data-attributes="member: 9410"><p>Well, parties and equipment vary so much, that ALL of this may not apply to you...</p><p></p><p>You and the other Paladin should stick together, holding the front line. Trade in your (assumed) Platemail gauntlets for the spiked kind, and add some spiked Knee & elbow cops. Neither can be disarmed.</p><p></p><p>The Wiz should stay waaay inna back, and team with the Rogue, until combat begins.</p><p></p><p>EVERYBODY should have three or four we3apons: A blade, a blunt, a missile weapon, and a light grappling weapon. You use the missiles on Wizzers, the blades on Zombies, the blunts on Skeletons, and the daggers/spikes/spiked gauntlets on things that grapple you.</p><p></p><p>For Sword & Board Paladins, spiked shields and bashing are good. For two-handed sword use, Power Attack is better.</p><p></p><p>If he can afford the Feats, Point-Blank Shot and Rapid Shot are nice.</p><p></p><p>Wizzers, who have little required weight to carry, should always carry some alchemist's fire and acid, thunderstones, maybe a tanglefoot bag or two, etc.</p><p></p><p>The Rogue should definitely have a sap (or a pair, if he has the new, single-Feat TWF). These let him non-lethally Sneak Attack without the -4 penalty.</p><p></p><p>Against Wizzers, specifically, multiple missile attacks are the way to go. If you get Initiative, you can (if you want to) hold fire until he begins spellcasting, telling him not to, or you'll plug him. If he proceeds, fill him fulla lead (sling bullets). If he surrenders, have your Wizzer take his spell book! ;-p</p><p></p><p>Somebody might want a reach weapon... AoO when the opponent closes. At your Initiative, take a five-foot step BACK, then full attack. On the critter's Initiative, unless it has reach, it must close, and suffer another AoO. IIRC, the Glaive has reach, and also does Trip attacks.</p><p></p><p>Massed Fire: This is a simple, nasty tactic. Everybody geeks the Wiz, first, then the Cleric. Three arrows/person (even the Wizzer can, if he's an Elf) against one opponent, with any remaining going into a Cleric, once the enemy Wiz is toasted, is a very nasty habit to get into. Avoid the "He attacked me, so I'm going to attack him" syndrome.</p><p></p><p>When facing a Dragon, an Ogre, and a Kobold, kill the Kobold, first, then the Ogre. Concentrating on the Dragon (who will take many rounds to kill) will allow the Kobold and Ogre more "free" attacks. The Kobold can probably be geeked in one round, and the Ogre in a few. (Of course, someone is going to have to keep the Dragon occupied, so...)</p><p></p><p>Survival is always more important than success. Always be ready to run, whenya hafta.</p><p></p><p>When you're loaded down with treasure, it's already past time to turn back!</p><p></p><p>Survival is always more important than success. Always be ready to drop the treasure and run, whenya hafta.</p><p></p><p>Survival is always more important than success. Always be ready to sacrifice magic for survival. Magic items don't generally help dead men (or Elves, or Dwarves, or...)</p><p></p><p>Never give in, never give up, and never give any guff to anyone. Mind your manners, but don't take no guff offa nobody!</p><p></p><p>[Edit: Typo]</p></blockquote><p></p>
[QUOTE="Steverooo, post: 1019617, member: 9410"] Well, parties and equipment vary so much, that ALL of this may not apply to you... You and the other Paladin should stick together, holding the front line. Trade in your (assumed) Platemail gauntlets for the spiked kind, and add some spiked Knee & elbow cops. Neither can be disarmed. The Wiz should stay waaay inna back, and team with the Rogue, until combat begins. EVERYBODY should have three or four we3apons: A blade, a blunt, a missile weapon, and a light grappling weapon. You use the missiles on Wizzers, the blades on Zombies, the blunts on Skeletons, and the daggers/spikes/spiked gauntlets on things that grapple you. For Sword & Board Paladins, spiked shields and bashing are good. For two-handed sword use, Power Attack is better. If he can afford the Feats, Point-Blank Shot and Rapid Shot are nice. Wizzers, who have little required weight to carry, should always carry some alchemist's fire and acid, thunderstones, maybe a tanglefoot bag or two, etc. The Rogue should definitely have a sap (or a pair, if he has the new, single-Feat TWF). These let him non-lethally Sneak Attack without the -4 penalty. Against Wizzers, specifically, multiple missile attacks are the way to go. If you get Initiative, you can (if you want to) hold fire until he begins spellcasting, telling him not to, or you'll plug him. If he proceeds, fill him fulla lead (sling bullets). If he surrenders, have your Wizzer take his spell book! ;-p Somebody might want a reach weapon... AoO when the opponent closes. At your Initiative, take a five-foot step BACK, then full attack. On the critter's Initiative, unless it has reach, it must close, and suffer another AoO. IIRC, the Glaive has reach, and also does Trip attacks. Massed Fire: This is a simple, nasty tactic. Everybody geeks the Wiz, first, then the Cleric. Three arrows/person (even the Wizzer can, if he's an Elf) against one opponent, with any remaining going into a Cleric, once the enemy Wiz is toasted, is a very nasty habit to get into. Avoid the "He attacked me, so I'm going to attack him" syndrome. When facing a Dragon, an Ogre, and a Kobold, kill the Kobold, first, then the Ogre. Concentrating on the Dragon (who will take many rounds to kill) will allow the Kobold and Ogre more "free" attacks. The Kobold can probably be geeked in one round, and the Ogre in a few. (Of course, someone is going to have to keep the Dragon occupied, so...) Survival is always more important than success. Always be ready to run, whenya hafta. When you're loaded down with treasure, it's already past time to turn back! Survival is always more important than success. Always be ready to drop the treasure and run, whenya hafta. Survival is always more important than success. Always be ready to sacrifice magic for survival. Magic items don't generally help dead men (or Elves, or Dwarves, or...) Never give in, never give up, and never give any guff to anyone. Mind your manners, but don't take no guff offa nobody! [Edit: Typo] [/QUOTE]
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