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What are your party's combat tactics?
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<blockquote data-quote="EvilGM" data-source="post: 2429099" data-attributes="member: 4628"><p>We play Grim 'n' Gritty rules in a homebrew campaign with little magic. While our tactics are necessary due to the deadly nature of the world, they may not fit in with "normal" D&D groups.</p><p></p><p>Party members (I can't list the exact class/levels because I'm not sure what they are for most of the players, but I've listed the general classification in ` `):</p><p></p><p>Kinel `Tracker` Ice Tracker 6 (4th character)</p><p>Narr `Cavalry` Fighter 5-6 (2nd character - eaten by disease, not sure if he'll survive)</p><p>Saur `Polearm` Fighter 4-5 (has 2 wolves) (1st character)</p><p>Zoe `Archer` Ranger/Fighter?/Rogue 6-7 (original character)</p><p>Robillard `Sneak Attack` Rogue/Fighter 6 (1st character)</p><p>Kyle `Cleave` Fighter 4-5 (2nd? character)</p><p>Orrin `Versatile` Elementalist 4-5 (has small earth elemental servant - Clod) (2nd character - now deceased)</p><p></p><p>Robillard and Orrin are the information gatherers when it comes to people.</p><p>Kinel and Zoe are the trackers/woodsmen.</p><p></p><p>If we have a defensible structure and time to setup, we'd have Clod make the ground uneven by digging trenches and making "speedbumps", hopefully slowing our opposition down and enabling us to get more ranged attacks in.</p><p>Kinel would set snares and other traps, such as spiked foot pits. We'd rig up some traps with nets, use caltrops, and saturate the ground with oil or flammable liquor to be set on fire with flaming arrows.</p><p>Orrin would do a ritual to create a wall or destroy part of one to limit entrances or give us an emergency exit.</p><p>We always try to limit their numbers at choke points and gang up on them as much as possible.</p><p></p><p>Narr usually charges on horseback, kills a couple of enemies and tries to split them up. His rideby attacks are devastating. He will chase down runners at every opportunity.</p><p></p><p>Robillard positions himself for sneak attacks, sometimes relying on called shots to the head.</p><p></p><p>Kinel disarms weapon-wielding enemies and provides flanking, employing increased threat called shots when enemies are tripped or otherwise engaged. He will track runners when possible.</p><p></p><p>Saur tries to trip enemies or tanks them. He uses his wolves for flanking, to mob enemies or pursue runners.</p><p></p><p>Zoe uses rapid shot against most enemies, but relies on called shots to the leg (for trip) or other areas vs. tougher foes (with DR and such).</p><p></p><p>Kyle usually jumps right into the fray and tanks and cleaves with his greatsword.</p><p></p><p>Orrin used to plunk away with a crossbow or use a longspear, saving his rituals and imbued items when we really needed them. Clod would attempt to grapple enemies from underground.</p></blockquote><p></p>
[QUOTE="EvilGM, post: 2429099, member: 4628"] We play Grim 'n' Gritty rules in a homebrew campaign with little magic. While our tactics are necessary due to the deadly nature of the world, they may not fit in with "normal" D&D groups. Party members (I can't list the exact class/levels because I'm not sure what they are for most of the players, but I've listed the general classification in ` `): Kinel `Tracker` Ice Tracker 6 (4th character) Narr `Cavalry` Fighter 5-6 (2nd character - eaten by disease, not sure if he'll survive) Saur `Polearm` Fighter 4-5 (has 2 wolves) (1st character) Zoe `Archer` Ranger/Fighter?/Rogue 6-7 (original character) Robillard `Sneak Attack` Rogue/Fighter 6 (1st character) Kyle `Cleave` Fighter 4-5 (2nd? character) Orrin `Versatile` Elementalist 4-5 (has small earth elemental servant - Clod) (2nd character - now deceased) Robillard and Orrin are the information gatherers when it comes to people. Kinel and Zoe are the trackers/woodsmen. If we have a defensible structure and time to setup, we'd have Clod make the ground uneven by digging trenches and making "speedbumps", hopefully slowing our opposition down and enabling us to get more ranged attacks in. Kinel would set snares and other traps, such as spiked foot pits. We'd rig up some traps with nets, use caltrops, and saturate the ground with oil or flammable liquor to be set on fire with flaming arrows. Orrin would do a ritual to create a wall or destroy part of one to limit entrances or give us an emergency exit. We always try to limit their numbers at choke points and gang up on them as much as possible. Narr usually charges on horseback, kills a couple of enemies and tries to split them up. His rideby attacks are devastating. He will chase down runners at every opportunity. Robillard positions himself for sneak attacks, sometimes relying on called shots to the head. Kinel disarms weapon-wielding enemies and provides flanking, employing increased threat called shots when enemies are tripped or otherwise engaged. He will track runners when possible. Saur tries to trip enemies or tanks them. He uses his wolves for flanking, to mob enemies or pursue runners. Zoe uses rapid shot against most enemies, but relies on called shots to the leg (for trip) or other areas vs. tougher foes (with DR and such). Kyle usually jumps right into the fray and tanks and cleaves with his greatsword. Orrin used to plunk away with a crossbow or use a longspear, saving his rituals and imbued items when we really needed them. Clod would attempt to grapple enemies from underground. [/QUOTE]
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