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<blockquote data-quote="trimeulose" data-source="post: 253727" data-attributes="member: 1527"><p>Ok so I've read everything from change the spells to change the DM. Me being bored and having nothing else to do I think I'll put my 2 hay pennies in.</p><p></p><p>1) Haste is a crap spell when you throw in the fact that slow counters it instantly with no check.</p><p></p><p>2) The party should face a variety of encounters where no one tactic wins over every thing.</p><p></p><p>3) The DM worries too much.</p><p></p><p>4) If your players power game you wont stop them by changing the rules. There are instances where WotC has poor editing skills and even poorer judgement but for the most part the system works.</p><p></p><p>5) Flatfootedness can be a killer your "mage" might want to watch out for that.</p><p></p><p>6) There are a variety of tactics that you can use to artificially boost your attack. </p><p>1: grapple hey it DOES work against non melee types</p><p>2: Trip- being prone means no dex + addition +2 (I think)</p><p>3: Flank- duh</p><p>4: masterwork weapons- cheap but get the job done</p><p>5: weapon focus- might want to consider this one for levels of PC</p><p>6: high ground- +1 from being higher than opponent</p><p></p><p>7: Spell casters have a tendency to be able to take care of spell casters.</p><p></p><p>" ohh you have mage armor....ect. here take this fire ball" no ref means mage dies"</p><p></p><p>8: players should have variety or they will complain</p><p>give the players a situation where the fighters can deal with the situation easily but the mage will be hurting. (i.e. use saves instead of attack bonus) give situations where combat is useless (skill checks instead of damage recon, diplomacy, sailing, stranded situaions) and of course tanks and artillery situations.</p><p></p><p>9: do what feels right not what looks right or should be right or what might be right</p><p></p><p>10: have fun and don't worry</p></blockquote><p></p>
[QUOTE="trimeulose, post: 253727, member: 1527"] Ok so I've read everything from change the spells to change the DM. Me being bored and having nothing else to do I think I'll put my 2 hay pennies in. 1) Haste is a crap spell when you throw in the fact that slow counters it instantly with no check. 2) The party should face a variety of encounters where no one tactic wins over every thing. 3) The DM worries too much. 4) If your players power game you wont stop them by changing the rules. There are instances where WotC has poor editing skills and even poorer judgement but for the most part the system works. 5) Flatfootedness can be a killer your "mage" might want to watch out for that. 6) There are a variety of tactics that you can use to artificially boost your attack. 1: grapple hey it DOES work against non melee types 2: Trip- being prone means no dex + addition +2 (I think) 3: Flank- duh 4: masterwork weapons- cheap but get the job done 5: weapon focus- might want to consider this one for levels of PC 6: high ground- +1 from being higher than opponent 7: Spell casters have a tendency to be able to take care of spell casters. " ohh you have mage armor....ect. here take this fire ball" no ref means mage dies" 8: players should have variety or they will complain give the players a situation where the fighters can deal with the situation easily but the mage will be hurting. (i.e. use saves instead of attack bonus) give situations where combat is useless (skill checks instead of damage recon, diplomacy, sailing, stranded situaions) and of course tanks and artillery situations. 9: do what feels right not what looks right or should be right or what might be right 10: have fun and don't worry [/QUOTE]
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