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General Tabletop Discussion
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When to use the "special" attacks?
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<blockquote data-quote="Ramien Meltides" data-source="post: 727713" data-attributes="member: 1475"><p>I have a few more suggestions for you, and I echo the earlier poster who said "Good question for your first post".</p><p></p><p>1. I think you should present your NPC team as lower-level (even if just one level lower) than your PC party. It would be best if you could think of a way to present this information to your players somehow (Bards sing of them beginning after the PC group, or a trusted NPC tells them they're not as experienced, etc.) This way, the effectiveness of buff spells, flanking, and general teamwork will have an even greater impact.</p><p></p><p>2. One of the earlier posters suggested having your PC sorcerer or cleric make spellcraft checks to ID the buff spells being used by your bad guy team. This is also a great idea. To make this lesson stick it's imperative that your players understand HOW the NPC team is so effective... they need to know the buff spells were cast.</p><p></p><p>3. I suggest that when you use one of the special maneuvers, such as disarm, bull rush, etc., you try to describe it in an especially exciting fashion. Sometimes combat isn't about who can do the most damage, it's about who looks the most impressive doing damage! Players are inherently attracted towards things that are "cool". If you make the nonstandard maneuvers something very "cool" they're more likely to go for it.</p><p></p><p>4. The opinions of NPCs can mean a lot to your players as well. If there are any powerful or well known spellcasters that are friendly to the PC's, perhaps they could drop by for a chat. "Only a fool of a wizard doesn't cast Endurance." they might explain over dinner (buff spells). "No rogue in his right mind would fight one-on-one without someone on the other side to distract him." (flanking)</p></blockquote><p></p>
[QUOTE="Ramien Meltides, post: 727713, member: 1475"] I have a few more suggestions for you, and I echo the earlier poster who said "Good question for your first post". 1. I think you should present your NPC team as lower-level (even if just one level lower) than your PC party. It would be best if you could think of a way to present this information to your players somehow (Bards sing of them beginning after the PC group, or a trusted NPC tells them they're not as experienced, etc.) This way, the effectiveness of buff spells, flanking, and general teamwork will have an even greater impact. 2. One of the earlier posters suggested having your PC sorcerer or cleric make spellcraft checks to ID the buff spells being used by your bad guy team. This is also a great idea. To make this lesson stick it's imperative that your players understand HOW the NPC team is so effective... they need to know the buff spells were cast. 3. I suggest that when you use one of the special maneuvers, such as disarm, bull rush, etc., you try to describe it in an especially exciting fashion. Sometimes combat isn't about who can do the most damage, it's about who looks the most impressive doing damage! Players are inherently attracted towards things that are "cool". If you make the nonstandard maneuvers something very "cool" they're more likely to go for it. 4. The opinions of NPCs can mean a lot to your players as well. If there are any powerful or well known spellcasters that are friendly to the PC's, perhaps they could drop by for a chat. "Only a fool of a wizard doesn't cast Endurance." they might explain over dinner (buff spells). "No rogue in his right mind would fight one-on-one without someone on the other side to distract him." (flanking) [/QUOTE]
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When to use the "special" attacks?
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