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What's tactics got to do, got to do with it.
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<blockquote data-quote="kevtar" data-source="post: 4840651" data-attributes="member: 27098"><p>It's funny because I just approached the players in my group (4e) and mentioned that they should consider using some type of tactics in their encounters. Most of the players want to use tactics, but we have a "loose-cannon" striker who just can't work as a team (the player not the PC).</p><p></p><p>The three players who took up the challenge to create tactics for certain situations came up with some clever ideas. I hoped that a series of tactics that they could employ on a regular basis would help with the amount of time the combats are taking. It's just taking too long for players to decide what to do. One of the options they have come up with goes like this:</p><p></p><p>1) A rogue sneaks to the door at the end of the hall and does the rogue thing (traps, locked, etc all while in stealth).</p><p></p><p>2) The rogue tries to silently and inconspicuously open the door to get a peek inside.</p><p></p><p>3) If the monsters are within the area of the Wizard's enlarged fireball, the PCs attempt "the Big One." </p><p></p><p>4) The players position their PCs adjacent to the Wizard and aid his attack roll. He then makes his attack with an additional +whatever.</p><p></p><p>Of course, this is all subject to a lot of different variables, but there's the idea. They have a handful of "formations" that they will use depending on the situation. If they're surprised, they'll go into the "duck n cover" formation. If they are facing a solo creature, they'll try the "mano y mano" formation. I don't think the "big one" (with the party aiding the attack of an enlarged fireball from a bloodmage) is an exploitation of the rules. However, if they start ganking all of the encounters from here on out, then maybe I'll change my position on the matter. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="kevtar, post: 4840651, member: 27098"] It's funny because I just approached the players in my group (4e) and mentioned that they should consider using some type of tactics in their encounters. Most of the players want to use tactics, but we have a "loose-cannon" striker who just can't work as a team (the player not the PC). The three players who took up the challenge to create tactics for certain situations came up with some clever ideas. I hoped that a series of tactics that they could employ on a regular basis would help with the amount of time the combats are taking. It's just taking too long for players to decide what to do. One of the options they have come up with goes like this: 1) A rogue sneaks to the door at the end of the hall and does the rogue thing (traps, locked, etc all while in stealth). 2) The rogue tries to silently and inconspicuously open the door to get a peek inside. 3) If the monsters are within the area of the Wizard's enlarged fireball, the PCs attempt "the Big One." 4) The players position their PCs adjacent to the Wizard and aid his attack roll. He then makes his attack with an additional +whatever. Of course, this is all subject to a lot of different variables, but there's the idea. They have a handful of "formations" that they will use depending on the situation. If they're surprised, they'll go into the "duck n cover" formation. If they are facing a solo creature, they'll try the "mano y mano" formation. I don't think the "big one" (with the party aiding the attack of an enlarged fireball from a bloodmage) is an exploitation of the rules. However, if they start ganking all of the encounters from here on out, then maybe I'll change my position on the matter. ;) [/QUOTE]
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