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Tactics in combat
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<blockquote data-quote="Dausuul" data-source="post: 6535693" data-attributes="member: 58197"><p>Why? Using polearms from the second and third rank is the core principle of the phalanx, a highly successful tactic used by real-world armies for thousands of years. And a corridor is the ideal place for it, since the two main weaknesses of the phalanx are flank attacks and uneven ground.</p><p></p><p>With regard to D&D tactics, I agree that terrain and objectives other than "kill everything" are crucial. It's these variables that prevent a party from converging on a single optimal combat routine. What I have found is that when the DM throws a variety of terrains at you, mobility is king. It's very much worthwhile for the wizard to spend a whole round casting <em>dimension door</em>, just to put the barbarian next to the enemy mage. The Way of Shadow monk's at-will teleport power--even with its limitations--is freakin' awesome.</p><p></p><p>Also, if you're adventuring in urban environments or on ships, the ability of <em>fireball</em> to ignite unattended objects is every bit as valuable as its damage. When you're outnumbered and outgunned, there's nothing like setting the building on fire to even the odds. (Of course, this works a lot better if your party lives in the deep end of the alignment pool and doesn't plan on staying too long in any one city. Collateral damage tends to be high, and the authorities get upset.)</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6535693, member: 58197"] Why? Using polearms from the second and third rank is the core principle of the phalanx, a highly successful tactic used by real-world armies for thousands of years. And a corridor is the ideal place for it, since the two main weaknesses of the phalanx are flank attacks and uneven ground. With regard to D&D tactics, I agree that terrain and objectives other than "kill everything" are crucial. It's these variables that prevent a party from converging on a single optimal combat routine. What I have found is that when the DM throws a variety of terrains at you, mobility is king. It's very much worthwhile for the wizard to spend a whole round casting [I]dimension door[/I], just to put the barbarian next to the enemy mage. The Way of Shadow monk's at-will teleport power--even with its limitations--is freakin' awesome. Also, if you're adventuring in urban environments or on ships, the ability of [I]fireball[/I] to ignite unattended objects is every bit as valuable as its damage. When you're outnumbered and outgunned, there's nothing like setting the building on fire to even the odds. (Of course, this works a lot better if your party lives in the deep end of the alignment pool and doesn't plan on staying too long in any one city. Collateral damage tends to be high, and the authorities get upset.) [/QUOTE]
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