| Post/Author/DateTime | Post |
|---|---|
| zollex506-18-03, 06:05 PM | We're back. I'll go get the member listing! Let's see more strategies! Link to old board:HERE. (http://archivedboards.wizards.com/rpg-bin/ultimatebb.cgi?ubb=get_topic;f=112;t=010 618) |
| zollex506-18-03, 06:07 PM | zollex5 Salla Milo Highill Hierophant of Yondalla thalious Fernandes eclipticavatar d20_DM_highpriest_RSW LilSilverDragon Dabo Heathertop Jamven the Fighter Al2902 Elessar Telcontar charlatan7373 Fingers Boggis spartan22x Spook - Denmark - Lezard the Necromancer AngelicDragon SoulLord CS_Buddy Tenerus DrakeRunner piwi Arcanix AlfaMale26 Kurozuki King_Alex Adriayna cambric AlonisAlon lordyuri24 getyourspotusa kedi Armoured Priest Frostbite_Ravenheart friendlyfire515 Penterghast Belzebub gutz Member numbers removed in accordance with the new foundation rules. Last Updated 11/17/03 |
| Lezard06-18-03, 08:59 PM | Ah, good to see the foundation again. |
| Tenerus06-19-03, 12:43 AM | "We fight the enemy on MY terms, not on his. That is what makes the difference between defeat and victory." Prince Roland Nightengale, favored of the Red Knight It's good to be back. |
| zollex506-19-03, 12:49 AM | Originally posted by Tenerus "We fight the enemy on MY terms, not on his. That is what makes the difference between defeat and victory." Prince Roland Nightengale, favored of the Red Knight Well put. Forcing the enemy into unfavorable conditions is probably the best strategy anyone can offer. |
| zollex506-20-03, 02:06 PM | *BUMP* Where is everybody :confused: ? |
| Salla06-20-03, 05:12 PM | My next character, if I get the chance, is going to be a very tactically-minded Monk. Going to take such things as Improved Trip and Improved Grapple to set up targets ... I'm just hoping there's a Rogue nearby to take advantage of the grappling. If I don't do the Monk, I'm going to break out the old Spiked Chain master. :) |
| DrakeRunner06-20-03, 06:25 PM | Well to be honest, forcing an enemy into unfavorable conditions IS strategy. Can I join? |
| zollex506-20-03, 07:16 PM | Originally posted by DrakeRunner Well to be honest, forcing an enemy into unfavorable conditions IS strategy. I guess you could think of it that way. Can I join? :D Yes. Member listing updated. |
| piwi06-24-03, 07:17 AM | I wanna join to! |
| zollex506-26-03, 12:29 AM | Originally posted by piwi I wanna join to! Menber listing updated. Please post your favorite strategies! |
| zollex507-04-03, 02:54 AM | *BUMP* Everyone is welcome. If you have a strategy, but don't want to join, just post it. |
| CS_Buddy07-05-03, 12:36 AM | Glad to be here :) Actually I didn't think my original post on the old thread got through- I thought it got deleted or something.. cool Well I'm #19 :) Good to see you all! |
| Arcanix07-05-03, 11:36 AM | I like strategy a great deal.... enough so that I've only ever run one fighter in my entire D&D career that had heavy (or encumbering in previous editions) armor... I've found that movement is far and above the single greatest tactical edge you can have over your opponent. It makes flanking and sneak attacks easier. It allows you to threaten more areas, cut off more escape routes, allows you to more easily manuever into an area that reduces the number of opponents that can attack you, and to retreat more easily if pressed. Needless to say, I'm in... what's my number? |
| AlfaMale2607-05-03, 11:59 AM | I have a 15th level Arcane Trickster who got herself a Wand of Silence, a Ring of Invisibility, and took the Silent Spell feat. She activates the Ring before battle begins, then uses the Wand to zap the area around any suspected opposing casters. Then it's time to cast those silenced spells! A truly potent combination... Good enough to get me added to the list of honored members? |
| Koralis07-06-03, 03:45 PM | Originally posted by AlfaMale26 I have a 15th level Arcane Trickster who got herself a Wand of Silence, a Ring of Invisibility, and took the Silent Spell feat. She activates the Ring before battle begins, then uses the Wand to zap the area around any suspected opposing casters. Then it's time to cast those silenced spells! A truly potent combination... Good enough to get me added to the list of honored members? You'd be better off silencing yourself and standing next to them, that way they can't leave the area of effect easily (since you can chase them :) |
| AlfaMale2607-06-03, 07:55 PM | Originally posted by Koralis You'd be better off silencing yourself and standing next to them :rofl: Thanks! I may try that one... :smirk: |
| zollex507-06-03, 09:38 PM | Nice strategies guys! I'd like to mention that if you want to join you need to say so. I'll update the member listing. Arcanix, you forgot to mention that if things go wrong, movement can help you get away fast. |
| DrakeRunner07-06-03, 10:39 PM | Alright, I suppose I should post some strategies... Continual Flame on some pebbles, and have your made throw them 1 at a time shouting loud enough for the enemies to hear "Here comes a Fireball, guys!" Makes everybody run or dive for cover. |
| Kurozuki07-07-03, 10:48 PM | If you're going for the good old Bluff, you're better off playing a gnome whom claims to be merely a young elf or something. While combat strategies are interesting, I find that the best strategy is winning without entering a brawl in the first place. Either through well-deserved respect or sneaky, underhanded ways. The only campaign I've ever played a Mage at, I specialized on illusions. At first level, we enslaved a group of 50 kobolds uusing nothing but a silent image spell and a handy voice-over from the party's druid. Sure, they didn't last long, but they were much better cannon fodder than Leadership-attracted cohorts. P.S.: In case you're wondering, we simply made an image of their god and made 'him' order the kobolds to follow us blindly to their deaths. Too stupid to argue, they followed our orders. Ohh yes, count me in. |
| Arcanix07-08-03, 08:31 PM | Sweet, #23 by sheer chance!! (lucky number thing) Actually Zollex, I did say 'retreat more easily if pressed' in my post :P ....although it was kinda thrown in with the rest of it.... On continual flame, I've always liked casting it on pebbles and then keeping those in a pocket or inside an opaque glass sphere so it can be used or stowed or thrown at an adversary as needed. Same idea works for continual or permanent darkness spells. |
| zollex507-10-03, 09:52 PM | I've came up with a stupid munchkin way to beat enemy spellcasters: surround them. They can't cast a spell without everyone getting an AoO. They can't move without everyone getting an AoO. Ouch. |
| Arcanix07-10-03, 10:55 PM | A large enough volley of arrows will work on casters as well; statistically with enough arrows a caster will fail one of his concentration checks and his spell will be disrupted. |
| King_Alex07-10-03, 10:58 PM | I call number 25, if thats ok. My stratagi. I like to play a Ranger. Once he gets up to level 9 (chance to get a new feat) I get the improved critical feat. I use it on the rapier (normal critical is 18-20). I then equip him with 2 rapiers with criticals of 15-20. Might only do 1d6 damage, but with the critical damage happening 75 percent of the time (per attack) I can do alot of damage. |
| Adriayna07-10-03, 11:40 PM | I like strategy. I love to use it against disorganized players! Count me in at #26! |
| mean_liar07-11-03, 12:46 AM | Strategy is overarching concepts used to obtain victory. Strategy includes concepts like favorable terrain, logistics and equipment, and being properly prepared. Tactics is what you actually do in a battle. Strategy is minmaxing, Tactics is being clever. (Please do not count me as a member) |
| zollex507-11-03, 03:16 AM | Tactics, strategy, whatever. We'll take it all here. Member listing updated. Now to go think up more strategies and tactics.... |
| cambric07-11-03, 09:44 AM | Having improved evasion, as a Rogue, and fortunely I also have a lot of hit points...currently 10th level with 86 hit points...I enjoy using this tactic: I have a +10 to init, so 99% of the time, I go first...I tumble towards the enemies magic-user, if one, or cleric if not...get first strike, SA and having 5d6, +3 Rapier, I'm getting some great damage in...then I tell our Wizard to drop a fireball or cast a cone of cold into the center. I have a +12 to my reflex, so I've evaded every single one of his fireballs and cone of colds...it's a rare time that the enemies wizard or cleric is still standing after the first round...and being that close, if they are still there, I get a AoO if they cast. Granted, I'm blessed with a high amount of hit points, so even if I'm in the middle of the battle, I can't get flanked...and so what if I get hit a few times, as long as I can take out their wizard or cleric, it's worth it...next round, I smack the nearest enemy, SA, and then tumble out if needed. Please add me to the member's list. |
| AlfaMale2607-11-03, 11:03 AM | Originally posted by Koralis You'd be better off silencing yourself and standing next to them, that way they can't leave the area of effect easily (since you can chase them :) I developed a further refinement of my "silence the opposing caster" strategy on a different thread... As an Arcane Trickster, my PC has ranged legerdemain and can make a 30' ranged Pick Pocket attempt. After casting Silence on a pebble or coin, I can then use the Pick Pocket skill to place it into the pocket of said opposing caster from 30' away. Then I can sit back and blast away while he tries to figure out what the source of the magical silence is. Of course, this same strategy could apply by casting the spell on a coin or pebble, then simply throwing it into the vacinity of the opposing caster. However, that way it doesn't travel with him as he attempts to escape the silenced "area". |
| BladeVenom07-13-03, 03:08 AM | They're not prisoners, they're trap finders, monster bait, or food for something to tough for you to fight. Always know where you can find an orc patrol, before you go into a dungeon. My logistics dungeon plan. Since horses don't like dungeons the solution is undead horses. If you don't want to kill horses, some druids can get a little uptight about that, bring a cow skeleton from the city butcher. It should fit into a saddlebag or large sack. An undead cow is just as good as an undead horse. They carry a lot, don't get frightened, and never get tired. And whatever you do, don't let a Paladin into your party. They spoil all the good fun you could have had. |
| AlonisAlon07-13-03, 03:39 AM | This is one I have just started using recently, as I just got the sword to take advantage of it... Rogue with a shadow striking sword, and expert tactician. Make that one sneak attack into two (or two into three) when it really counts. And even though I won't be able to use it anymore with the new haste, for my MT: cast web on the BBEG's location and then cast blade barrier, horizontal plane of effect on the same location. Even if it makes its reflex save to not be immobilized in the web, it still has to make a strength or escape artist check to move out of the web's effect. And it only moves 5 feet per each each full 5 points its next Str or EA check is above ten. That means unless it can roll above a 34 on its check, it ain't getting out of the web area or the blade barrier on that check. And as we all know, if you do not move out of a blade barrier that is cast upon you by the most direct route, you take the full damage. So that round they take the full damage. And blade barrier is up to a 30 ft radius, so when done right, the BBEG starts its next turn in the blade barrier. After it is cast anyone moving through or staying in the Blade Barrier takes the full damage again. So it takes the full damage twice, but more importantly, is out of your hair for two rounds. And sign me up please |
| Arcanix07-13-03, 04:23 PM | Instead of using invisibility to get a sneak attack, use it to get a free swipe at the opposing casters material component pouch, chances are your rogue is stronger than him even if you get caught. Bad for him, good for the party wizard. Cast Otililuke's resilient sphere on a nearly dead (still above 0hp though) party member if you're low on healing. Or cast it on the party's largest member. Now, either way, use the character for cover. |
| zollex507-16-03, 01:29 PM | Nice job guys. I'll go update the member listing. If you're DM tends to not give ranged weapons to bad guys, use ranged weapons. When the bad guy get close, retreat a bit. It's effective, even when they do have ranged weapons. I'm sortta braindead at the moment, and that was the best I could come up with. |
| lordyuri2407-19-03, 09:50 AM | Can anyone join this Foundation? I am always on the lookout for more strategies for my Druid! |
| Salla07-19-03, 11:47 AM | If you get up there in levels, get some sealed stone or ceramic jars and fill 'em with green slime; use telekinesis to dump them on people's heads. If you can use psionics, use the Distraction or Narrow Thoughts power (from Mind's Eye) on a target; he automatically loses his Dex bonus to AC, leaving him wide-open for Sneak Attacks. Grappler + a Sneak Attacker is always fun, too. And never forget ... Bolos. Boloing a spellcaster can save lives. :) |
| Arcanix07-27-03, 12:38 PM | Annoying evil wizard in area? Low on personal scruples? Send him a necklace of strangulation with Nystul's unidentifiable aura on it as a gift. Take items that spring open easily, such as pin rings, daggers with hollow hilts, or lockets; and cast fire trap on them. Repeat as desired. Either throw for a grenade effect, or just leave on the ground for enemies to 'discover'. Works particularly well with items that no one thinks anyone would waste a trap on. Use beads of force; often. Place them in doorways, so they are detonated by the opening or closing of the door. You can also put them on the floor and roll them under doorways if you don't to deal with what's on the other side. Or just use as potent sling bullets. |
| Ranthanas07-27-03, 04:23 PM | "THe key to strategy is not making it so that one outcome leads to sucess, it's making it so that all outcomes lead to success" Lois McMaster Bujold "All warfare is based on deception" Sun Tzu Always leave your enemy a line of retreat paraphrase of Sun Tzu and for ingame I'm usually a Bard. Illusions, illusions, illusions An illusionary pit (or other) trap to deny territory- you make it appear badly concealed, they "spot" it and don't want to trigger it in combat. "Bigby's Gesticulating Hand" or other simple illusion to upset the enemy Bluff and try and win over the enemy where possible. Split them where not. Don't be afraid of running away as long as you know where you are running to. |
| getyourspotusa07-30-03, 05:31 PM | Please make me a member. |
| zollex507-30-03, 05:45 PM | I'll go update the member listing. Remember: Having a well-placed Antimagic Feild can be life-saving. |
| Jarred Garrison07-30-03, 06:11 PM | Against the stupid DM who lets you meet a lackey of the bad guy to warn you: Dominate Monster on said lackey and interrogate. Heīll learn not to send idiots that can be charmed easily. DM tactic against that. When the lackey passes the save throw (or is aided by whatever spell, magic item, etc, and is not dominated) act like he is and send them to :b: ) Add me in, btw. Iīll try to come up with some more than just hackīnīslash (which tends to be what I do... Then again, I deal about 40 HP of damage per attack...). |
| Arcanix08-03-03, 04:44 PM | Tongues+Glibness= a bard who can get away with anything. Hmm....that's all I've got right now... |
| Arcanix08-10-03, 02:17 PM | Hello... anyone here? Well, just to help out, and because I've never done it before... BUMP!! |
| kedi08-17-03, 02:40 PM | Strategy is making a such plan; whatever your opponent does, taking benefit from his/her actions. Can I join your foundation? |
| rinagar08-17-03, 03:34 PM | I have a question for the great strategic minds of this group: Is there an optimum battle formation for a small group of low-level PCs? I know you have to adapt to different situations, but we are constantly being approached by groups of enemies on our current mission and I'd like to establish a regular battle formation to give us the best possible position in a fight. Here is my thinking, and I'd appreciate feedback or suggestions for improvement. We are only second level, so I'm not really interested in all the improved/greater/supreme feats or super skills that would help, just battle positioning to start a fight. We have 2 fighters, one with a longspear. One mage and one rogue. I think, in general, a good position to start is a straight line with one fighter on either side of the rogue. The mage stands behind the line and can fire spells like magic missile from a relatively protected position. By standing together and waiting for the enemies to come to us, I think it: * gives lots of opportunities to help each other out * concentrate our attacks where they are most useful * makes us difficult to flank * makes it easier to move into flanking positions when the opportunities present themselves * easily change the facing of the line using only 5-foot steps, etc. * the mage can easily move through our line to the least dangerous side I'd appreciate any suggestions. |
| cambric08-17-03, 06:42 PM | I've been in the same situation and what you're doing is about the best...though sometimes, me being the rogue, I would "hide" along the side, if the surroundings provided enough cover, then "sneak attack". Here's how we would do it: The fighters would be in front, as you stated, the wizard 10 feet back from the fighters...I would have been scouting, or if we were doing something different, I would try to get ahead of the fighters and "hide and wait". Now, with my human Rogue, 18 dex and improved initative and bloodied feats, most of the time I would win the initative (+10). What I would do, is focus on either their spell casters or in some cases, their front guy: Sneak attack, because they are flat footed, and then if necessary, tumble out of the way on my next turn. Again, a lot depends on how my team-mates rolled too, if it seemed that they would go soon to, before all the enemies main guys, then I would sneak attack, have them run up, place their shots on the guy I hit (hopefully hit :D ) and usually that one is dead...one main guy down. Then the spellcaster, our side, could do what he needed...or could do. Because they're are so many possibilities, I can't cover every single one, but you have set up a great way for your team to fight well. Don't forget the healing potions, with no cleric, things could get ugly pretty fast. BTW: I would recommend, if your DM allows Forgotten Realms, the "Bloodied" feat for the Rogue, when he can get another feat...+2 to init (stacks with improved init) and a +2 to spot. I have a +10 to initative and being a 9th level Rogue/1st level Spy Master, the 6d6 SA comes in so handy...and usually I'm the first or second player to go...and if I catch the opponent first, being flat-footed, boy can I do damage!! A lucky roll or two and that is one dead creature. Good luck, Cam |
| rinagar08-18-03, 04:10 AM | Thanks for the advise Cambric. Unfortunately, I'm only second level and I already have a list of Feats I want that will take me up to 12th level or so... |
| Armoured Priest08-18-03, 03:33 PM | Sign me up:D Some words on Fourth Dimentional thinking: One of the most effective stratagies comes down to increasing mobility over time on all three physical axies. Making good use of spider climb, or fly spells, along with movement increasing spells such as expeidious retreat or haste or even teleport. Feats like Improved Intiative help you move before your enemies and Alertness if you can spare it can help keep your enemies from getting the drop on you. (Not specifically at the same time, as some tactics are by their nature purly situational.) As an example, my cleric/sorc who has slippers of spider climb. He likes to stand on the ceiling of in-door locations and fire ranged touch spells at baddies. It is a bit risky but most problems are negated by not having to worry about your allies unintentionally giving the badguys a cover bonus to AC. Coupled with that is the fact I like to keep my familiar charged with a cure spell that way I can cast Featherfall and drop the familiar onto a person who needs the healing. Yes, its riskier if the enemies have a decent spellcaster on their side (invisibility helps there as your more likely to be out of the initial area of an enemy's timly 'see invis', still superior mobility can gain you a tactical advantage (or at the very least make it easier to retreat to fight another day). After all, one of the fundamental purposes of good tactics is to maximize your advantages, while minimizing your opponents. Also to keep in mind is the need to cut down on your opponents' ability to do the same. Dispel Magic is your friend here as is slow and dimentional anchor if you can spare them. Wall spells can also slow the movement or split the force opposing you. If you've already hit people with blanket dispel magics to counter thier buffs, be mean...if you can spare them start targeting DisMag at items, your only shutting them down for a while but it may make the difference. Target those +5 weapons and boots of speed or boots of striding and leaping. 'Slow' that fighter. Wall that spellcaster off so that you can deal with him separetly. Obviously, these tactics can go either way adventuring after all is risky and there is no small amount of luck that comes with it. Staying mobile, however can let you get out of a sticky situation. Even if you lose the fight, living to fight another day is a victory unto itself. Hopefully, you all will forgive the use of some well-worn mantras. |
| Arcanix08-18-03, 10:15 PM | Rinagar: With a group of four, you don't have quite the versatility in facings as if you have 5 or more, but lets see here... First of all, don't use the rogue as the middle of the line; use whicher fighter has the worst mobility, or if they are both tied in that; then go with best AC; then hp; then damage causing ability. The reason for this is that character can be used as point in a diamond formation; can be used to block access on a fighting withdrawal, and is the character that the others use as a 'shield' from which to launch their attack. Also always start the first combat in a loose formation; you can always tighten in later if needed, but it allows for the greatest amount of movement, missle/spell fire, and both pursuit and escape routes. |
| Frostbite_Ravenheart08-23-03, 09:46 PM | I am Verendil The Vailent of the knights of the Roses and I stand before you, calling you out armed with nothing but a Two-Handed Sword and a Rightous Spirt...However nay am i here to Bring an end to a cult however seek to enlist myself within a band of stratigic warriors who fight with skill not trickery, I am also here to represent the Lawful Good NOT LAWFUL STUPID CHARGE AT THE FLYING DEMON WHO CAN HIT YOU WITH HIS MAGICALLY EXTENDED FIRE WHIP BUT YOU CANT HIT IT WITH YOU DUMBASS SWORD. :) I would be honored to recuive a number and join your ranks. |
| zollex508-24-03, 11:02 PM | Yay! New members! I'll go update the second-post member listing. As for the puzzle rinagar has presented to us, here's my normal formation: Fighters in front doing the whacking. Rogue somewhat back to keep lesser enemies from flanking the fighters. Also, whenever possible, attack an enemy the fighter is attacking for a sneak attack. Or, if you're really low level (meaning low SA), using a bow a good 10-20 feet back to keep enemies off the fighter's backs. The wizard would be 10-20 feet back, casting spells for support, or if the wizard doesn't want to waste spells, using a bow. P.S. Being in a line tends to make it easy to get to farther back party members, so I don't often do it. |
| rinagar08-24-03, 11:30 PM | Hmmm, I dunno...I'm thinking of, say a forest setting, where you don't know exactly where your enemies are coming from. There isn't really a "front" for the fighters to take and if they wizard is off by herself, it kind of makes her an easy target for someone sneaking up around the other side. |
| friendlyfire51508-24-03, 11:53 PM | Sign me up. My strategy is for evil paryies who like to bring along undead buddies! Clerics and paladins being our worst matchup, the rogue(me) has to save the day for the evildoers. Stealing a holy symbol of lathander w/pick pocket gets plenty of street cred from the forces of darkness. Onward, our unturnable undead horde! |
| AlfaMale2608-25-03, 08:49 AM | Originally posted by rinagar I'm thinking of, say a forest setting, where you don't know exactly where your enemies are coming from. There isn't really a "front" for the fighters to take I've always felt that an optimal array for a "classic" 4-member party was as follows: 1) fighter 2) rogue 3) wizard 4) cleric This array allows the wizard to employ his armored companions as meat-shields when necessary, while keeping the rogue in position to get flanking sneak attacks and the cleric in position to heal those in need. I actually developed this array as an outgrowth of a tactical issue that I observed repeatedly. In sewers, its seems like attacks come from the rear as frequently as from the front, since many sewer-dwelling creatures are skilled in stealth. As such, you ALWAYS want the arcane casters near the center of the party when sewer-crawling. I've found through long experience that this set-up works just as well in other settings too. In ringar's party's case (lacking a cleric), I'd substitute the fighter with the longspear for the cleric. The longspear grants this second-line fighter 10' reach, so he can poke at enemies from behind the front line, whilst providing rear cover and protecting the mage. (Of course, I'd make sure that the longspear wielder also keeps a non-reach weapon with him in the event that someone sneaks up from behind.) |
| Frostbite_Ravenheart08-25-03, 12:38 PM | Aye any of you care to hear about the last stand lineup my scottish half-dwarf paladin devised? Well its starts off with the Fighters and the Fighter types all around in a big circle. Then the Clerics, Bards, and archer stand behind them to give them there support. After that comes the wizards and sorcs. The rouges stand all around in a semi-disorginized pattern (however they are smoothed and evened out) this way the rouges can watch all flanks and move into the enemy lines and help the fighters flank. The paladins spread themselves out too but there general in the front lines. This is only a "Last stand" pattern where the enemy has surrounded you. |
| zollex508-25-03, 10:01 PM | Oh, I guess my post did get through. I had to leave quickly, so I'll go fix it. I've always felt that an optimal array for a "classic" 4-member party was as follows: 1) fighter 2) rogue 3) wizard 4) cleric Great minds think alike. My list is similar. If it's a six-member party I usually add a bard and a monk or another combat-oriented class. |
| zollex509-10-03, 11:26 PM | :bump: Zollex :mage: |
| Penterghast09-26-03, 06:42 PM | I'd like to join too. And a favorite strategy of mine is to always take Improved Initiative, Quick Draw, and Combat Reflexes. My character usually uses a Scythe if he can, which does a fair amount of damage, and has a crit x4. His Dex is 16-18 too, so... If I roll right, instant heavy damage taken by the enemy, and even if not... it still works well. |
| Kurozuki09-26-03, 09:06 PM | The Ministry of Health adverts: being hit by an arrow that was a tree trunk prior to a Reduction spell and letting someone cast Dispel Magic on it can cause your innards to be filled with bark and leaves. |
| zollex509-26-03, 10:27 PM | Welcome, Penterghast, you are number 35. If anyone has any situations they'd like analized for good strategies, I'm pretty good at those. Zollex :mage: |
| getyourspotusa09-27-03, 11:26 AM | Situation: 3.5 Ruleset. Lvl 13 Ftr. 20 Strength. +1 longsword (dm allows tripping w/any weapon), vicious (take 1d6 dmg, give 2d6 dmg) Imp trip/Knockdown. Imp Disarm. Weapon focus/Specialized LS. Question: Better to Trip, then attack, or Attack, and hope for trip from knockdown? My thoughts: Trip first, (Then Disarm with free attack!) because: a) it's a touch attack, so it may be easier, 2) it's +4 on the trip strength check from my improved trip feat, iii) it's +4 on the attack when opponent is prone. IV) it's -4 on his disarm check when he's prone (heehee). Am I missing something? Is there a case for which this does not apply? I'd appreciate help with various sized/types of opponents... --mp |
| Xeviat-DM09-27-03, 09:40 PM | I have two great versions of the same trick that knights of the tactitical school use in my campaign setting. One is ment for high str type warriors, the other is ment for high dex or str type warriors. Which one do you feel is most effective? First off, this trick requires a high dex, high initiative, quick draw, combat expertise (a tactition's love), and either improved trip or improved disarm. You want a high strength for improved trip, and a high attack bonus for improved disarm. Combat reflexes is also a nice feat to help out here. What you do is this: -Step one: Beat initiative against a humanoid opponent (battling humanoids is my favorite thing) -Step two: Ready the following action: If an opponent enters my threat range, I will attempt to disarm (or trip) the opponent. -Step three: Perform said action. If you triped, you will get a free attack as they go down if you win (hopefully you will win). Additionally, you'll get another attack when they try to stand, unless they're smart and roll away or some other trick. IF you disarmed them, you'll get a free attack the next round as they pick up their weapon, unless they are smart and took quick draw and kept a back up weapon handy. I love that trick. It could also work with Sunder, but you'd seriously need a very high strenght score and an adamantine weapon to get away with this. |
| AlfaMale2610-01-03, 09:56 AM | Just a :bump: post to keep things lively... For those of you interested in playing melee clerics, here's a tidbit of note on the clerical buff spells. The effects of the Divine Favor (luck bonus), Divine Power (enhancement bonus), and Righteous Might (size bonus) spells ALL STACK! This makes for a crazy melee cleric if used all at once. With all these in effect at 10th level, for example, the melee cleric would gain the following benefits: Divine Favor => +3 to hit & damage Divine Power => +6 STR, 10 HP's, BAB +3 Righteous Might => +8 STR, +4 CON, +4 AC (then -1), DR5 (vs. evil or good) This means a grand total of: 1) +13 to hit & +10 to damage 2) 30 HP's 3) +3 to AC 4) DR5 Not too shabby for the 10th level cleric who likes to jump to the font line. If you have time, ask the party to hold back from entering melee until you can cast these on yourself. Otherwise, you can cast a Sanctuary spell first, buff up, then dive headfirst into melee. |
| Belzebub10-05-03, 02:56 PM | I'm a DM for 5 13th level chars, and don't want my monsters to become predictable. Can i join? |
| Sildatorak10-05-03, 04:08 PM | One of the most versitile first level spells in a combat situation is Silent Image. Assuming they don't have someone using spellcraft on you when you cast it, you can easily create an illusion of most of the wall spells. It also works well to provide effective camoflague. If you spot opponents that would severely kill you and they haven't seen you yet, protect your party by hunkering down in some niche or hollow and casting Silent Image around you. In the woods with no place to hide? Silent Image an instant thicket. Another good utility first level spell is Grease. If your tanks go down and it looks like the enemies are going to close with your casters and archers (or whatever other ranged weapon users you have), throw a grease down to slow your opponents' advance. It can also be used as a charge-breaking manuver if you don't have anyone who is set to recieve a charge. Since your opponents have to slow to 1/2 speed to be able to keep their feet, you can just drop it right before your front lines so no one can get a run at you. Yes, they can still move the 10' minimum required of a charge, but if your DM is saying that they can make a charge while moving at half speed, put all of your dice into a sock and beat him ruthlessly with it because he is violating the spirit of the rule. |
| Donnavin Snowolf10-05-03, 07:58 PM | For the positioning of the 2 Fighter 1 Rogue 1 Wizard team I'd recommend as follows for a woodlands trail in which the direction of your opponents is undetermined. F-Fighter L-Longspear Fighter R-Rogue W-Wizard ..= 5 ft ...L..R.. ....W.... ....F.... This way you have your Wizard surrounded, the rogue is in the front so he can use his friendly spot check, the fighter can defend the back, because you're not going to get alot of charges from the back (either way it'll be easier to keep going forward), and the longspear fighter can ready himself against a charge. If enemies attack from either side two of your three melee'ish guys can take a 5 foot step and take their full attack (not much at 2nd level). And your rogue can always flank with one of your two fighters. Finally the Longspear fighter can reach an opponent on the Fighter's left side. Forcing enemies to decide between taking a spear in the side or a sneak attack. Essentially, its an optimal 4 man route where there is at least a 15foot wide road. If there isn't, well, it'll need adjusting. |
| Ranthanas10-05-03, 08:15 PM | Yay! you've just made a good target for anyone with an area affect spell or ability. |
| Sildatorak10-05-03, 08:28 PM | Originally posted by Donnavin Snowolf ..= 5 ft ...L..R.. ....W.... ....F.... If you increase the scale to ..=10 ft, then you'd be less likely to have everyone caught by a single area of affect spell, but could still use a 5' step to close ranks if necessary. If you're in a fairly open area where you are likely to spot enemies well before you reach fighting distances, spread it out even more. |
| getyourspotusa10-05-03, 08:32 PM | Well, Ranthanas, since you are the expert, what would you suggest? Everyone 25 feet apart? A little hard to communicate, isn't it? Share with us your wisdom. |
| zollex510-05-03, 10:06 PM | Guys, I really don't want this to erupt in a flamewar, so keep the debating clean of insults. Great stuff otherwise. Welcome, Belzebub. You're member number 36. As for that formation, it depends on what type of opponents you are facing. Like Sildatorak said, if you're against a spellcaster, you might want to increase the distance between the party members. Zollex :mage: EDIT: Oh yeah, I'm going to be in Hawaii until the 23rd, so I'll have to catch up when I get back. |
| gutz10-05-03, 10:19 PM | My Cleric of Lathander in a forgotten Realms campaign took the Protection and the Renewal domains. This is still a low level party (2nd and 3rd - she's 3rd). The domain power of Renewal is to gain a d8+chr bonus hp when you go below 0 hp. Couple this with the 2rd level spell shield other - which she can take as a domain spell from Protection. She also took the reach spell feat. So she can stand back 30ft from the action - absorb half the damage our tank takes, and either cast a ray of CLW or CMW on an ally, chug a potion, cast an attack spell, or shoot her crossbow. This more than doubles the combat endurance of our tank, even tho I'm only taking half his damage. As a 2nd level fighter with 26hp (18 con) - he stood toe to toe with a dire ape (CR5) and beat it into the ground. I went below 0 shielding him when he got rended, but I automatically recovered and chugged a potion - by that time he had toasted the ape. Please sign me up. |
| Donnavin Snowolf10-05-03, 11:18 PM | Enemy spellcasters would require an entirely different matter of formation. Magics not really the sort of thing you make formations for though. But if you were expecting to go against enemies weilding AoE circles then I would move the Rogue ten feet to the right and 5 feet forward, and the longspearman five feet forward. The regular fighter goes five more feet right as the rogue is more likely to need help. Changing the formation to look like ...L........R .............. .....W...... .........F... That gives you a left echelon with a body draw. The rogue is now free to deal with any spell casters that come from in front or to the right, the longspearman and the fighter can converge on those casters from behind, while the Longspearman and the Fighter still proved adequate cover for the wizard. X= threatened area by 1 of 2 fighters ...L..X....R .............. ...XWXX.. ......XFX.. The Rogue in this case is expected to have decent ref save (at least against similar level casters. But Will saves are something formations cannot adequately address. In addition this is a second level party, that should not be facing fireballs. Burning hands perhaps, but then the caster must get through either the Rogue (SA from initiative), the Longspearman (reach), or the regular Fighter (charge). |
| Ranthanas10-06-03, 05:56 AM | Originally posted by getyourspotusa Well, Ranthanas, since you are the expert, what would you suggest? Everyone 25 feet apart? A little hard to communicate, isn't it? Share with us your wisdom. First, there are no perfect formations. To assume that one is would be stupid Secondly, all warfare is based on deception (Sun Tzu) and time spent in reconnisance is seldom wasted- you need a scout ahead to see possible ambushes then retreat back to you. Rogue should therefore be at least 30 feet ahead of the group, preferably more and using his hide and move silently skills (and not have them crippled by the tank clinking as he moves). Rogue retreats or goes to ground when he sees something that hasn't seen him (and probably does the same if it has seen him). I'd also put the tank, the mage and the longspear fighter (or archer) in a diagonal at about 10 foot intervals, so they can move to cover each other in a single move equivalent action (I'd probably drop the wizard slightly back towards the empty quarter if I was relatively sure that behind me was clear) ....... ...R... ....... [Distance] ....... .F..... ....... ....... ..W.... .....L. With each . or symbol in a 5' space looks much better to me although it might be slightly hairier for the rogue. Oh, and to get better maps, set the font to Courier. When battle starts, they move into position with the wizard behind both fighters if possible and the rogue holding one of the flanks and sneak attacking someone in the front lines. One other advantage of this as a travelling formation is that the longspear (or archery) fighter is likely to have the second best chance of spotting people (after the rogue) and is therefore taking the rear. As for communication, there's a level 0 spell called Message which should solve that little problem. If you have magic, use it- if not, sign language. |
| zollex511-10-03, 10:05 PM | I like what I see. Good job everyone. I haven't played D&D in a long time now, so I have no way to try any of this stuff. Welcome, Gutz, you are member number 37. Zollex :mage: |
| Random bloke11-20-03, 11:49 AM | Mix the right summons with your area effect spells - undead with cold spells, fire elementals with fireballs, spiders with web... Also helps you create an image that lasts with the general population... Be large (half-dragon or something... getting Enlarged also works, but then you don't get Large and in charge... which helps a lot) Improved trip/disarm, Expertise, a spiked chain/polearm (a bladed gauntlet helps if you don't go with the chain)... Dominate the combat... and imagine how you get along with steps/bridges... Paladin, CHR 18+, light lance, smite evil, charge... ouchie. About goblin characters NPC's - most people natrually think Goblin = Rogue. But have you ever noticed the +4 to ride? War saddle + Blink dog + Paladin Goblin + (Mounted combat/mounted archery - decide which one you want to go with - charging is cooler, but archery is deadlier) = Hit and run death bringer. |
| pointyears11-20-03, 01:14 PM | combine the ranged trip attempt of the bola with the attack of op from getting up from prone. make the attempt if successful close in and whack when they get up. add knock down hurt people sign me up please |
| ThorvaldHafgrimsson11-21-03, 02:38 AM | Low magic defense againt high magic attacks Situation 1 the Blinking Sneak Attack. I see it mentioned all the time - "My Rogue can do Xd6 extra every attack by using a ring of blinking which is very affordable by mid levels." Solution; carry several small pouches of caltrops, toss them in the square witht he rogue. As he blinks in and out (how fast is that) he either shreds his feet or gets stuck in the astral plane because he can't materialize in teh same space as the caltrops(DM call). Situation 2 The Invisible Sneak attacker Another favorite is the Invisibility/Improved invisibility sneak attack Solution - Blind fight OR use a bag of Chalk powder to make a cloud in the air - it sticks to the invisible character and you can see him as well as giving partial concealmen in the cloud (Which itself negates Sneak attack damage) Situation 3 - The teleporting assault You have a building which you want to defend, but you can't affor the magic to keep someone from teleporting inside Solution - Hang lots of Ribbons or strings from teh ceiling to the floor. Yes it obscures vision, but someone trying to teleport in cannot just brush them aside like everyone walking around the rooms can. |
| Donnavin Snowolf11-21-03, 03:05 PM | Yes, however I wasn't keen on the idea of sending the rogue out alone. At 2nd level one bad roll or one good roll (on the other side) means the rogue isn't going to last very long, and I'm not very optimistic about losing party members before a fight. Perhaps if the rogue was only 20 or so feet ahead of the group, within a full move ro retreat into position. I also placed the longspearman in front to recieve a charge. Even though naturally he can only prepare it against a charge at him. It would be kind of fun to work out perpetual tactics puzzles though... How's this sound for the Tactics band. -Post a challenge with roughly 3-5 characters, give us all a general knowledge, feats, weapons, classes and spells. -Post the information they have to work with, and a position -Let us go wild with it Would that be fun to anyone else? |
| Jarred Garrison11-21-03, 05:16 PM | I thought I was already a member... Anyway... There goes one, might have already been said: When the rogue in the group has got more inits than the tank, but the tank still has more than the enemy, the rogue can just let the tank charge against the target by delaying his action, and then he just has to put himself in a suitable position for a sneak attack (or three ;) ) every round, thanks to flanking. Disclaimer: This tactic wonīt work against :behold: |
| Aiden212-07-03, 12:35 AM | Hey guys, This is a great idea! Sign Me Up! I'll add my number later. Hey, I notice that all these strategies seem to revolve around fighting a group of humanoids. What about exceptionally large creatures (1 or 2 giants) ? Just thought I'd see if anyone could puzzle this out. Great stuff. Signing out...:turkey: |
| Jarred Garrison12-07-03, 01:56 PM | For fighting the big ones... Well, it tends to be hard to do since DMīs tend to prepare things so that they donīt have this problem but... Use their size at their disadvantage.Try to lure them into small places where they can only attack you one at a time, or where they have to squeeze to walk through. Also, the bigger size means that itīs easier to flank them. Let your rogue tumble up to the giantīs face while the fighter is hacking at his knees... Heīll never know what hit him... |
| Rurik_Torunn12-08-03, 05:45 AM | Well, I've looked through this and the older board, but I didn't find any posts related to this topic: What can you do if you have to sleep outdoors: Do you light a fire (I don't think so, but maybe), do you set up traps, alarm spells, how many guards at a time, do you gather or leave some distance between your characters, ...? I've played only one session so I don't have any great tactics 'til now. But there are two things I've come up with so far: 1) Securing you're retreat using caltrops, cheap but effective 2) Jumping down on opponents, attacking first and using your body as a secondary weapon. Applying the tumble skill you should take less damage than your opponent. I tried it once but failed all the rolls and crushed the floor. So it can end up embaressing you, too!;) |
| Dunelord12-09-03, 02:10 AM | The most effective way to counter spell is to cast a spell that keeps damageing the first round (or one for each spell caster), and then ready an action to cast another spell but instead of trying to counter them, cast a spell that does hit point damage. Since it doesn't matter if you make your spell craft to know what they are casting you can use this to counter a spell even if they are casting a spell to higher level then you can. Also instead of them just not getting their spell off yours goes off, and can be an area of effect spell getting the enemy spell caster's freinds. |
| Frostbite_Ravenheart02-08-04, 03:25 PM | What the :bump: is goin on around here? How come no ones :Bump: Ing around? We need a new topic how about: Whats the difference between stratagy and tactics and which one is better to have in a war (or be better at). -Frostbite Ravenheart. |
| Jarred Garrison02-26-04, 09:05 PM | Quite a tough question... Any ideas? And we need more strategies... Letīs see, for example... What equipment would you suggest for exploring something akin to the Underdark? |
| Donnavin Snowolf02-26-04, 10:33 PM | I believe Strategy macromanaged, while Tactics are micromanaged. Strategy is a general, overlying concept, which can be changed easily and involves little actual interaction, but are however often absolute. "We'll take these two cities and use their position to starve out the capital." Tactics are up to the minute battle plans. They can be changed, but its dangerous, they interact with the enemy regularily, but are not absolute. "We'll catapult the east wall with a display of troops and bravado while we send a smaller group to ladder up the west wall. Then when we take the second city we'll start out the same, the send a small distraction to the west wall before sending a fighting wall into the east wall." Summary, Strategy is the ends and Tactics are the means. |
| Kernith Hastings02-26-04, 10:47 PM | Heres a situation for all of you who play or have played in the Dragonlance campaign before. I'm going to be joining the Solamnic nighthood, I was wondering if I should advance as soon as possible to knight of the Rose level 10 and move on to other PrCs, or if I should level up to 10 in each rank of the knighthood before advancing. I was thinking of going somewhere in between, maybe about 4 in crown, about 6 in Sword, and 10 in Rose. I'm planing on going to Dragon Rider after I get to 10 in Rose, as I'll have ridden a dragon by then. (Knight PrCs on page 56, Dragon Rider PrC on page 77 for anyone who hasnt read the book in a while or who hasn't memorized it word for word, I'm the latter) Oh yeah, can I join? |
| Rurik_Torunn02-27-04, 07:42 AM | Originally posted by Jarred Garrison Quite a tough question... Any ideas? And we need more strategies... Letīs see, for example... What equipment would you suggest for exploring something akin to the Underdark? Well I'd suggest anything that grants darkvision (goggles of night), as well as strong light sources, but rather as weapons. What else, hmm, light armor probably since sound can also be a problem. Ropes and any other climbing equipment would sure be practical since you'll have to expect canyons and the like. Pick and shovel for some obvious reasons. It's not equipment but spells like Stone Shape can sure be helpful. That's all that comes to my mind right now. EDIT: Large supplies of water and Potions of Protection from Evil might also serve you well. |
| Kernith Hastings02-27-04, 04:46 PM | First you spread out a large quantity of horse nails. Chances are if they med or below they'll just wade through the nails (as med down dont take damage). Then you light them on fire when the reach the middle of the carpeted area. As they roll around trying to put it out, they take massive damage from rolling all over giant 6 in. spikes. Im not sure where I heard of them but horsenails are huge versions of caltrops designed to wedge in horse hooves, medium and smaller creatures don't take damage from them as the nails are large enough to pick your way through fairly easily. If your rolling around however... I got these two from a DRAGON magazine 1. For spell casters, cast feather fall or similar spell on your self (this can be done as free action if cast with metamagic feat quick spell) 2. touch an object that weighs multiple tons, like a boulder, cart, stone statue, horse, or big lead ball brought especially for this purpose and open a dimension door ~200 ft. above the enemies head. 3. The boulder falls on enemy(s) for max falling damage + weight damage. You float safely to the ground. Whats works even beter is to cast fly or similar spell so that you dont float into remaining enemies. Slow enemies are also choice picks for this as they're more likely to fail reflex saves Save the second one for a hard fight, it'll only work once against a smart DM 1. For low levels chunk a pint of oil as a grenade like weapon on an enemy 2. Ignite him with alchemists fire. It will be extremely hard to put him out with the oil, could even easily light his buddies up too. You might be able to throw the two at the same time if DM's feeling generous. To add injury to even more injury, you could cast feather fall, throw the oil at the rock, light the rock on fire, touch the rock and cast dim. door, AND DROP A HUGE FLAMING ROCK ON THEIR HEADS. works real nice with the stupid expression n a orc or goblins face. Almost as good as on the DM's face when he realizes you just did 80 kerbillion damage to his little 4hp goblin. um.... For sleeping outdoors I'd spread caltrops and flasks of acid aound for enemies to step on in the dark. Alchemists fire too, lots of alchemists fire. trip wire if you deem it needed to activate alarm or whatever. have everyone sleep in light armor or at least what the use to fight with near them. oh yeah, flaming slingstones, I found a plainum chainlink sling thing once and lit my slingstones up with the oil and fire |
| Kernith Hastings02-27-04, 04:46 PM | :deleted: sorry-repost |
| Warduke02-27-04, 05:19 PM | My current character is a complete stratgey style character. Battalious Verdane 2nd level Human Marshal The reason I chose a Marshal is simple. I love the idea of the Marshal, and it fits well into our campaign. 4 of our 6 players are new to D&D. The Marshal auras are defintely helping to keep the party alive. The Char based skills let my Marshal be the face of the party to help the new roleplayers. In between battles my Marshal has Tactic classes to help the newbies out with everything from Charge Attacks to 5 Foot steps. They are learning slowly and typically don't make the same mistakes twice. Hopefully we live long enough for me to effectively playtest this fun new class. PLEASE SIGN ME UP TO JOIN THE FOUNDATION |
| Kernith Hastings02-28-04, 09:14 PM | I havent seen the marshal class yet, if its online or on the boads could you post a link? If its like the Diablo II paladin (with boosting auras) I like it already |
| Donnavin Snowolf03-03-04, 09:56 PM | :bump: |
| kjenks03-04-04, 12:32 PM | One of my Living Greyhawk characters has tons of hit points. Ninth level fighter mutt with 20 Con, Giant's Toughness and Dragon's Toughness (x2), for 132 HP total, 150 when raging. He walks at least 20 feet in front of the part to, er, disarm any traps we might come across (by bumbling into them and usually surviving their effects). He's also the initial target for most encounters. He spends the first few rounds of combat charging and tumbling around, grappling spellcasters and attracting all sorts of wrath from the bad guys while the rest of the party powers up, quaffs potions, moves into position, whatever. Then my guy retreats to lick his wounds while the rest of the party, now fully buffed with the best they can bring, takes out the bad guys. It works amazingly well. Give your party wizard a few rounds and he can wipe out a whole lot of enemies. Give your party cleric a few rounds and he can power up into a serious combat machine. But not everyone on the team can be the Quareterback or the Center; someone has to play the role of Offensive Guard. |
| Warduke03-05-04, 06:25 PM | Kirnith, I would give you a link, but it is in the Miniatures Handbook.The Marshal's Auras are basically battlefield commands, not magical auras. It's actually alot of fun if you roleplay it out during combat. Last week I got level 3 and a new Aura. My current character looks like this 2 Minor Auras Master of Tactics: +3 (My Cha bonus) to all damage while flanking an opponent Art of War: +3 (My Cha bonus) to all Trip, Disarm, Bullrush, and Sunder attempts 1 Major Aura Motivate Care: +1 to AC These auras are classified as the new "swift" actions and you can have one Minor & 1 Major Aura running at the same time. These auras affect all allies (including the Marshal) within 60' Hope this helps, if you have any other questions feel free. |
| TheJrade03-05-04, 09:09 PM | My first post of min-maxing munchkin might requires the Oriental Adventures handbook as well as the Rokugan campaign setting supplement. A Monk 6/Ninja 5 who can make three attacks as a free action? Here's how: Monk 6 gives Improved Trip and Combat Reflexes, Ninja 5 (pg 39, Rokugan) gives Ninja Dodge +2. Combined with the Dodge Feat itself allows three separate attackers to be the subject of the character's Dodge bonus, thus rendering them susceptible to the Defensive Throw Feat (pg 62, OA). If any baddie designated by the character's Dodge misses, the character immediately gets a free Improved Trip attack against them. And all this is before the character starts using normal attacks/actions. This is particularly powerful against opponents with multiple attacks, as the Defensive Throw interrupts their attacks, so if they miss their first attack, and you succeed in yours, they lose the rest of their attacks standing up from the ground you just deposited them on painfully. More monk levels add more damage, while more ninja levels add more opponents able to be thrown. At last, a legimate outlet for my unrepentant power gaming... Definitely give me a number, cuz' I've got plenty more nasty PC tricks where that came from... |
| Kernith Hastings03-07-04, 12:02 PM | I like the sound of the marshall class. I'm getting ready to run a campaign in dragonlace and there are going to be lots of large battles. The marshall will definatly mak the battles alot more interesting. For those of you who play Dragonlance the first big one is going to be running the ogres out of Kern, it reflects my name and I dont like ogres. So the Pcs get to squish them. Then they name it what ever they want establish a kingdom kinda thing etc. btw, im trying to think of a good way to have them get the leadership feat but not really force them to take it instead of something else. Any ideas? now for a stratagy ------------------------------------------------------------------------------------ What we found worked real good is we had this dwarven wizard (specialized necro) and he had a high str. we had him and the halforc barb carry around a table if there was enough room (this was a pretty big table too) whenever there was trouble they just ploped it over on its side and it worked like a giant tower shield for the entire party. This really helped out me (a sorc) and the dwarf necro. even though he as a dwarf and had high con. he only had 28 hp at level 8 or 9. works really good if youve got time to get ready for it. |
| Xod, Archmage03-07-04, 05:53 PM | I'd like to join this society of schemers, stratagers, and persons who recognize that the only good fight is one where you are the only armed one.:smirk: A Stratagey: Use Disguise Self, a few skill checks, and Illusion spells to make the Wizard of the party look like the Fighter, and the Fighter as the Wizard. Then, when the enemy closes in on the Fighter-in-disguise hoping for a weakling kill, they get a nasty surprise from his sword. As they run to regroup and recoup, they never look to the Fullplate-wearing Wizard-in-disguise to hurl a Fireball at them! Let's keep the plans comming! Xod:behold: |
| cambric03-07-04, 09:19 PM | I like the table idea, and ifyou have the spell "shrink", that would be ideal. Sorcerer/Wizard carries it in their pocket, something happens, pops the table out and instint shield. I'll have to use that. Love the illusion idea with fighter/wizard!! |
| manistar03-12-04, 04:46 PM | I found this today looking through the forgotten realsm campaign setting. I have a rogue who has a bag of marbles. anyone who attempts to grapple me i then on my turn drop the bag of marbles (retrieving a spell omponent is a full round action, i figure this is equivelent) then on their turn they must make a balance check because of the marbles. because they simply had to make the check they lose their dex. bonus to ac and then i sneak attack them with my dagger (a light weapon, useable while grappling). even if they try to move out of the marbled area i get a opposed grapple check because they are trying to move me, in which case i use my escape artist instead, which is almost maxed out. I don't want to join really i just thought i would post one of my strategies.. |
| TheJrade03-12-04, 11:44 PM | If you are looking for a way to encourage the PCs to take the Leadership feat, you might try my favorite method: the "look how wiz this NPC is" technique, taught to me by ancient eastern masters of the art... Introduce an NPC who has a powerful cohort, and a bunch of followers. Perhaps do the calculations of how powerful his cohort should be out loud, using the proper tables (which are only in the DMG) and then 'accidentally' leave it open to the proper page when you go for some popcorn or something. Of course, anyone playing in a mass-combat campaign should have planned on taking the Leadership feat since 1st level anyways. Additionally, just tell them that they should take the dang feat! |
| Roland the Crownbreaker03-14-04, 10:51 AM | Tenerus here, with a new name to go with a new computer. (using the name of a D&D character whose game just finished up) Here is a doozy from history, taken straight from Harald Hadradi himself. In an attempt to take a walled city Harald had every bird that flew in and out of the city he could get his hands on captured. He then tied short strings to thier legs with burning twigs, that the birds carried back to thier nests. This started several fires throughout the town and the city fell in short order. And here are a few maxims my character swears by. "Don't be so set into one mindset that you are unwilling to change when something more effective comes along" Roland said this when he came into better armor. He was normally a light armor fighter (and at the time was wearing +1 breastplate that counted as light) but changed to a knights look when he came into a suit of Full Plate +4 that has 10 points of fire and acid resistance. "To defeat an enemy you attack his weaknesses, but if you aim to crush them it is often better to attack and defeat his strengths. Little else is as demoralizing as being defeated on what you think are your own terms" "Honor is a concept for before and after a battle. Deal fairly, accept surrenders, and keep your word. But once the swords are drawn the only rule is achieve victory. The greatest reverses in history have been achieved through deciet, not valor." "All great generals have had loyal and effective followers. To gain thier loyalty you must purchase it with your own. A good commander has a duty to those who serve him, and if this duty is followed properly, will be rewarded with people who will do the impossible if only he asks." |
| Myst_the_Moonscout05-13-04, 03:39 AM | Greetings, I would like to join this foudation if I may. My party has become quite adept at dealing with numerous opponents due to the habits of the DM and here are some simple, straightforward methods we have picked up: First and foremost, in my opinion the best strategy is to know the area around you. Even if the terrain is poor, any knowledge helps. We always keep a mental note of the rooms we have passed and what basic structures are in them should we need to retreat to a more favourable area. For multipule opponents concentration of force is one of the best methods. Limit how many people can reach you and pick them off. One of our simple but effective moves: Four person party [Human ranger(bow), human fighter (bow/sword) half-elf cleric (mace/spells) dwarf fighter (axe)] in a room with one doorway. The dwarf and cleric take up postions on each side of the door (with melee weapons) with the humans at the far corners(ranged with precise shot). When the first enemy enters the dwarf and cleric are in place for a surprise attack(sometime) and have immediate flanking bonus'. The goal is to keep one person in the doorway to prevent others from getting in, and pick them off one at a time. I imagine this is not new to most but it is a good tactic to have by default as it is quick to setup and any area with a door or entrance will do. We have used it when opening a new door, lying in wait, or retreating. Here is my dilemma though: while we can destroy all of a bad guys minions no problem, the bad guy himself is another matter. What are the best methods of defeating a singular powerful creature. |
| The Swedish Viking05-13-04, 04:38 PM | Want a Stealth Airforce that can drop bombs and act as dropships, not subject to scrying spells or detection spells? Take twenty level 7 gnomes. Give each a flying carpet and have each memorize the Dimension Door spell (dropping them into the Shadow Plane) with their flying carpets. Have the rest of their spell slots filled with Summon Monster spells. Give each gnome twenty vials of Alchemists fire before they take the trip. The Gnomes travel to the enemy (who are still marching). They travel on the Shadow Plane on their carpets, emerging from the plane just above the enemy, without a chance of them spotting them (save for enemy wizards constantly casting all diviantion spells all the time, which is rather unlikely :P). The Gnomes simultaneously drop all vials of Alchemistīs fire. Now, this means that if each vial dropped (a vial can damage creatures within a 15 x 15 square) is dropped so that it covers a different square, the gnomes can achieve the following space covered with fire: 20 x 20 x 15 x 15 feet. Thatīs: 90 000 feet = 3 000 metres = 3 kilometres of pure fire. Think what happens when they concentrate that fire to a single army. Anyway, after dropping the vials, the gnomes drop to low altitude and use all their Summoning Spells. Thatīs a lot of summoning spells. Iīd say that with just three or four of these gnomes (or any wizard, actually) with the same number of alchemistīs fire vials, one can wipe out that entire Evil Necromancerīs Horde in just below five rounds. Especially if they have used one of their slots each to take Haste. |
| spartan22x05-25-04, 11:16 PM | Hey guys, I'm still here, I just lurk a lot more than I post, so sorry for my absence! |
| Zollex05-26-04, 11:13 PM | This thread is now CLOSED! The new thread is located here! (http://boards1.wizards.com/showthread.php?s=&threadid=247322) Please post there from now on. Thanks, Zollex :mage: |
| Silmarien Aldalome10-08-05, 04:00 AM | :bump: |
| thasis10-09-05, 03:21 PM | This was a cool foundation. I rather enjoyed it... despite my lack of posting at the time...<<...>>... They have another more updated thread for this though. |
| Silmarien Aldalome10-09-05, 07:25 PM | This was a cool foundation. I rather enjoyed it... despite my lack of posting at the time...<<...>>... They have another more updated thread for this though. Hi thasis. :) what's it called? It's a good time for a threads like these, b/- I'll be using them to develop strategies. @all I don't just think 'spell' I think 'spell stratgies' and 'allied trans-class strategies' I've developed a way to detect people masked from scrying using a physical means. *grins* stav |
| gabrion10-09-05, 07:46 PM | I think he is refering to this (http://www.wizards.com/leaving.asp?url=http://boards1.wizards.com/showthread.php?s=&threadid=247322&origin=) thread, which is the same foundation, but a more recent thread. |
| Silmarien Aldalome10-10-05, 01:44 AM | thanx Gabe, have posted this new topic to the thread you point to (http://boards1.wizards.com/showthread.php?p=7461562#post7461562) |