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What are your party's combat tactics?
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<blockquote data-quote="arwink" data-source="post: 28527" data-attributes="member: 2292"><p>My initial reaction is to say that none of the groups I'm involved with tend to use tactics. The truth is they do, but the tactics aren't terribly cohesive as a group.</p><p></p><p>In the game I DM, the party tends to fight in three groups of two. The cleric/rogue and the monk tend to be the frontline pair. The cleric/rogue takes point, and the monk (+20 movement, then add on boot of skating from the psi book) uses tumble and her superior movement rate to set up flanking attacks. Once they're in place, it tends to be a free for all of sneak attacks, flurry of blows and stunning attacks. Despite their absence of heavy armour, they've become surprisingly good at this. I've seen them take down characters with nearly double the attack bonus and hit dice of both characters combined.</p><p></p><p>The druid works with his sole animal companion (originally a wolf, then an elf, and now a wild boar. Far to much use of reincarnate). Usually, he tends to buff up the pig with any available spells, cast entangle or briar web on opponents if space allows (and sometimes when it doesn't), and then support his companion with a long spear or longbow.</p><p></p><p>The sorcerer and Psion/psi war tend to hang back. The most common spells they use are magic missile and various forms of concussion. Most of the time, the psion/psi war will alternate his abilities with missile fire (pretty much where his feats were sunk). Their job is to wear down melee combatents so the clr/rog and monk can take them down faster.</p><p></p><p>In the planescape game I play, the tactics are less logical. Everyone's been bonded to the party mage's soul, and it's been revealed that he's slowly turning into a demon. Hence, no-one really all that concerned about the possibilty of death. My half-dragon sor/brd's standard tactic is to bet the gnoll fighter 5gp that I'll reach the other side of the battlefield before him. The gnoll then goes beserk trying to win 5gp, and I tend to clear up the mess. Whenever possible, we load up with bull's strength and Cat's grace spells, Keen Edge spells and other enhancement bonuses. Due to the large number of creatures with spell resistance we encounter, we try to keep the wizard well stoked with foxes cunning spells and potions of intelligence, just to keep the DC's up.</p><p></p><p>Arwink</p></blockquote><p></p>
[QUOTE="arwink, post: 28527, member: 2292"] My initial reaction is to say that none of the groups I'm involved with tend to use tactics. The truth is they do, but the tactics aren't terribly cohesive as a group. In the game I DM, the party tends to fight in three groups of two. The cleric/rogue and the monk tend to be the frontline pair. The cleric/rogue takes point, and the monk (+20 movement, then add on boot of skating from the psi book) uses tumble and her superior movement rate to set up flanking attacks. Once they're in place, it tends to be a free for all of sneak attacks, flurry of blows and stunning attacks. Despite their absence of heavy armour, they've become surprisingly good at this. I've seen them take down characters with nearly double the attack bonus and hit dice of both characters combined. The druid works with his sole animal companion (originally a wolf, then an elf, and now a wild boar. Far to much use of reincarnate). Usually, he tends to buff up the pig with any available spells, cast entangle or briar web on opponents if space allows (and sometimes when it doesn't), and then support his companion with a long spear or longbow. The sorcerer and Psion/psi war tend to hang back. The most common spells they use are magic missile and various forms of concussion. Most of the time, the psion/psi war will alternate his abilities with missile fire (pretty much where his feats were sunk). Their job is to wear down melee combatents so the clr/rog and monk can take them down faster. In the planescape game I play, the tactics are less logical. Everyone's been bonded to the party mage's soul, and it's been revealed that he's slowly turning into a demon. Hence, no-one really all that concerned about the possibilty of death. My half-dragon sor/brd's standard tactic is to bet the gnoll fighter 5gp that I'll reach the other side of the battlefield before him. The gnoll then goes beserk trying to win 5gp, and I tend to clear up the mess. Whenever possible, we load up with bull's strength and Cat's grace spells, Keen Edge spells and other enhancement bonuses. Due to the large number of creatures with spell resistance we encounter, we try to keep the wizard well stoked with foxes cunning spells and potions of intelligence, just to keep the DC's up. Arwink [/QUOTE]
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