Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
What are your party's combat tactics?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mytholder" data-source="post: 1281767" data-attributes="member: 5200"><p>Remind me not to show this thread to my players - they'll be far too pleased with themselves, as they've consistently used strong tactics. They're chewing up the Return to the Temple of Elemental Evil at a great rate - we're about half-way through, and they've only really been overstretched three or four times. The key is having a strong leader and lots of in-character discussion of tactics.</p><p></p><p>The party is currently something like:</p><p>Human Pal9 - their main front-line fighter. Melee machine.</p><p>Dwarf Ftr5/Clr3/Divine Hammer1 - equipped with a cloak of arachnida and lots of hit points, focussing on axe and shield-fighting.</p><p>Fey (Elven) Ftr4/Rog4/Assassin 1 - archer, scout and occasional sneak attacker. </p><p>Human Clr8/Divine Exorcist 1: Healing and buffs, mostly. </p><p>Human Wiz6/sun-based PrC I can't remember right now 3 - blasting and more buffs.</p><p></p><p>Before a battle, everyone gets <em>hasted</em> and <em>blessed</em>. The Rogue is usually put under <em>improved invisibility</em>. The paladin is <em>enlarged</em> and liberally buffed, including <em>bless weapon</em>. The wizard is usually using <em>flying</em>. Then, the paladin and the dwarf charge in (in narrow conditions) or everyone stands off and fires bows or <em>spiritual weapons</em>. Both the dwarf and the rogue have spider climbing gear, so the narrow confines of the tunnel are used to great effect. The cleric backs up the paladin, healing him when he drops into the danger zone. The wizard throws area effect spells like <em>confusion</em> and lots of <em>fireballs</em> at any important targets. </p><p></p><p>Any fleeing foes are cut down with <em>magic missiles</em>.</p><p></p><p>They use <em>message</em> to stay in contact and share info on new threats. They're very good at keeping lines of retreat clear, and almost always pull out if they don't feel they can handle another fight.</p><p></p><p>Oh, and in emergencies, they've got the paladin's horse. It's nothing special in terms of the rules, but has twice shown up at exactly the right time to save them from Certain Doom.</p></blockquote><p></p>
[QUOTE="Mytholder, post: 1281767, member: 5200"] Remind me not to show this thread to my players - they'll be far too pleased with themselves, as they've consistently used strong tactics. They're chewing up the Return to the Temple of Elemental Evil at a great rate - we're about half-way through, and they've only really been overstretched three or four times. The key is having a strong leader and lots of in-character discussion of tactics. The party is currently something like: Human Pal9 - their main front-line fighter. Melee machine. Dwarf Ftr5/Clr3/Divine Hammer1 - equipped with a cloak of arachnida and lots of hit points, focussing on axe and shield-fighting. Fey (Elven) Ftr4/Rog4/Assassin 1 - archer, scout and occasional sneak attacker. Human Clr8/Divine Exorcist 1: Healing and buffs, mostly. Human Wiz6/sun-based PrC I can't remember right now 3 - blasting and more buffs. Before a battle, everyone gets [i]hasted[/i] and [i]blessed[/i]. The Rogue is usually put under [i]improved invisibility[/i]. The paladin is [i]enlarged[/i] and liberally buffed, including [i]bless weapon[/i]. The wizard is usually using [i]flying[/i]. Then, the paladin and the dwarf charge in (in narrow conditions) or everyone stands off and fires bows or [i]spiritual weapons[/i]. Both the dwarf and the rogue have spider climbing gear, so the narrow confines of the tunnel are used to great effect. The cleric backs up the paladin, healing him when he drops into the danger zone. The wizard throws area effect spells like [i]confusion[/i] and lots of [i]fireballs[/i] at any important targets. Any fleeing foes are cut down with [i]magic missiles[/i]. They use [i]message[/i] to stay in contact and share info on new threats. They're very good at keeping lines of retreat clear, and almost always pull out if they don't feel they can handle another fight. Oh, and in emergencies, they've got the paladin's horse. It's nothing special in terms of the rules, but has twice shown up at exactly the right time to save them from Certain Doom. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What are your party's combat tactics?
Top