| Post/Author/DateTime | Post |
|---|---|
| WotC_Bart09-01-05, 05:17 PM | Tactics & Tips (http://www.wizards.com/default.asp?x=dnd/arch/tt) provides useful information about tactical game play based on using the core books. Recent columns have covered tactics against mind flayers, drow and swarms, as well as overcoming spell resistance and charms. Have an interest in a future Tactic & Tip column? An angle of the game you'd like to see covered? A situation for which a little advice would go a long ways? Just let us know! In the interest of helping present the information you most need, please feel free to submit any questions you have regarding Tactics & Tips to this message board thread. Your participation is very much appreciated. Also, look for your chance to particpate even further with Tactics & Tips, in a future community board contest. We supply the situation, you supply the winning tactic! |
| Abulafia09-01-05, 07:00 PM | This might be more of a "Rules of the Game" issue, but one thing that crops up frequently in my game is the use of spells like Shadow Conjuration. Can you use a shadow spell to counter the real thing? How about using Improved Counterspell -- could a wizard counter Cure Light Wounds with a shadow Melf's Acid Arrow? I've made rulings in my game (Yes and no, respectively), but I would like to see what WotC has to say about it. |
| Pryrates09-01-05, 11:58 PM | Their are few things that I hate fighting more than undead. I personally would like to see a article on combating undead creatures. Weaknesses to exploit, spells best prepared, items that could be of good use against such creatures, defense against certain undead abilities (such as a bodaks gaze, or mummy rot.) Things like this. |
| bluemage5509-06-05, 01:41 AM | I would like an article (or series) about dragons and aerial combat. As dragons are the most iconic creatures of the game, it would be nice to see how they would fight intelligently against other flying creatures (including other dragons) and superior ground forces, rather than simply trying to overwhelm with sheer force. At the same time, it would be nice to have some wyrm-slaying tactics for the other side. |
| Iguano09-06-05, 01:51 AM | Well, D&D is full of maps of all sorts, but how do a DM presents maps to his players? If it's a world map there is not much trouble (but i like to reserve some secret locations), but what about a maze, a castle or a dungeon. You don't want to show your players secret doors, traps and such things. And if you don't show them, they still can see corridors and rooms you don't want them to see at first. Most of the times I put a lot of effort doing my maps, but I finish telling them "a 20 - 20 feet room" or "a large corridor", because I prefer the suspense than showing my players all the map. |
| Kalanth09-06-05, 02:02 AM | I would like an article (or series) about dragons and aerial combat. I would love to see this as well, also some spots on constructs and oozes would be nice as well. My PC's seem to really struggle against those types of monsters and it would be nice to toss them a bone when they make their plans, or hire a tactician to help plan things for them. :) |
| Nom09-06-05, 03:07 AM | Perhaps an article or two focusing entirely on teamwork. It's something many PC parties seem to do badly, fighting as a bunch of individuals rather than a team. I'm not so much thinking of particular clever combos, just the basics: flanking, protecting the casters, buffing the tanks, that sort of thing. |
| Ytokes09-06-05, 03:20 AM | Perhaps something on creatures from the Abyss or The Nine Hells as we tend to see them quite alot. Demons and Devils as such. |
| The Morninglord09-06-05, 04:25 AM | There are two things I think may be of interest to cover: How to fight incorporeal creatures, as well as how to play to their strengths. How to use illusions to good effect in a fight. |
| Grim666reaper09-06-05, 07:44 AM | I'd like to see an article on how to effectively use spiked armor and such. I have this idea for a 'spikey' guy inspired on RA Salvatore's dwarves from The Crystal Shard but don't know how I should tackle that. (anyone else's ideas are welcome too, pm me in that case) |
| Rangermutt09-06-05, 09:32 AM | I'm actually curious about 2 separate battle tactics issues. I've looked for answers to these questions, but haven't been able to find anything in the core materials. 1) When using a polearm that allows and a readied action to set against a charge, as uccessful hit means you deal double damage... but, does it also stop the charge on contact like how a successful attack of opportunity will normally stop whatever action the the provoker was taking? 2) When using a trip attack, I can't find what happens if the 2 combatants have equal end results on the opposed rolls. This roll is different from a standard opposed strength as the defender can use either strength or dexterity modifiers, and whereas other feats explain what to do in a tie (normally the person with the higher total modifiers wins), the description for Improved Trip do not specify whether this is the case or you must re-roll. If this info exists somewhere and I've simply missed it, could someone pm me and let me know where it is please? Any help with these issues would be greatly appreciated. Thanks |
| Gilean09-06-05, 10:10 AM | Thieves. How to prepare for them in a crowded city. |
| Rimbaldi09-06-05, 11:01 AM | Aerial Combat, definitly. |
| Razz09-06-05, 11:35 AM | How about some crunch material to go with these articles like new feats, spells, etc. I miss the old articles where they published quite a number of these online. Adding these to Tactics&Tips will actually make me look at it for once, other than that this article mean nothing to me. |
| bomaz09-06-05, 11:40 AM | Aerial Combat, definitly. indeed |
| Inspired_Mage09-06-05, 11:42 AM | How about combat against beholders and other abberations such as Mind Flayers? |
| Lhuhikwdwoo09-06-05, 01:01 PM | as this is tactics, not strategy, this might not be on topic, but I am curious if anyone has feed back on how two huge armies with full mage, cleric, psion, dragon, etc support might go about laying waste to each other? Yes, I already referred to heroes of battle, but I found it lacking as I had to basically ignore it outside of artillery stats, due to it not covering little details that would have been old hat to the combatants. Details me and the other side kept stumbling across, like spell ranges, draconic airspeed, the use of dopplegangers for sabotage, etc. |
| ferratus09-06-05, 01:02 PM | I would actually like to know which race and class combinations are the most powerful in the core rulebooks. :) |
| Far_Traveler09-06-05, 01:52 PM | Illusions and areial, definatly. |
| Gilean09-06-05, 01:54 PM | How about some crunch material to go with these articles like new feats, spells, etc. I miss the old articles where they published quite a number of these online. Adding these to Tactics&Tips will actually make me look at it for once, other than that this article mean nothing to me.Well, this I do agree with. The articles are pretty useless as is, full of obvious techniques anyone should learn by himself. |
| gavalicks09-06-05, 01:59 PM | Although this has been issued many times on several boards and post I will say it now again and get linched. What is a fighter to do against spellcasters and psionics. It seems to me that the majority of Prestige Class that answer this question all need to be spellcasters or psionics themselves. The few feats that address this situation are not subject to magic transient rule. Example Choatic mind and Mage Slayer. |
| azhrei_fje09-06-05, 02:14 PM | I think the T&T series should revolve around rules that are often unimplemented (or misunderstood) by the DM. Things like grappling with multiple opponents, aerial combat, hazardous terrain (since movement is restricted), constructs (not just destroying them, but maybe wresting control from the owner?), unusual uses of skills (for example, Balance checks to get through grease and an analysis of which types of creatures would likely fail those checks, indicating an appropriate use of the spell), how to train a dog (or other creature with scent) to track and/or locate invisible creatures, and so on. These types of articles would be useful for both the DM and players. For example, over on ENworld is a discussion on sundering a wand held by an opposing mage. There's another that reviews the spiked chain -- what is a good fighter progression if they want to specialize in spiked chain. I'm not so much interested in articles that interpret rules (that's covered by RotG), but articles that explore the uses of rules, especially those that see little use in-game. |
| JaredMecham09-06-05, 03:15 PM | Knowledge Skills. How can they be used? How can't they be used? So I just got a 20 for my Knowledge: Local check... how much information does that give me on the Swords of Liberty rebel group? So I want to use the great stuff I learned from reading that Tips and Tactics article... What do I need to hit with my Knowledge check to be able to actually *use* that great stuff in character? I know some guidelines regarding knowledge skills have been laid out, but the fact of the matter is that I've never played with a group where I felt they were incorporated as well as I thought they should be. Others I have spoken with feel the same way. Knowledge is something that should play heavily into tactics both in and out of combat (IMHO), but it seems that is seldom the case. Tips on how to mesh the knowledge skills into a campaign from both the DM and Player perspective would be a valuable article for both the average player and the average DM. I'm sure there will be some people out there who will say, "What? That's not nearly advanced enough for me! I'm way smarter than that." The truth is that many of those same people could probably use a few pointers from you bigwigs at Wizards. |
| Rathje09-06-05, 04:28 PM | Perhaps an article or two focusing entirely on teamwork. It's something many PC parties seem to do badly, fighting as a bunch of individuals rather than a team. I'm not so much thinking of particular clever combos, just the basics: flanking, protecting the casters, buffing the tanks, that sort of thing. I agree wholeheartedly. Teamwork is important. I'd like to see something on using things like Trip, Bullrush, and Sunder without the improved feats. As a player, I'd like to make use of those feats while still leaving options open for other things. As a DM, I'd like to show my players more opportunities without them spending feats. Then they can test it out before they make the investment. |
| bholdr_mage09-06-05, 05:13 PM | I agree with more info being put on combat vs. oozes and constructs. Aside from undead (check Libris Mortis for lots of info on fighting undead) the ooze and construct are the most common monsters in the game that have immunity to mind-effecting stuff as well as sneak attack and critical hits. :D I would also not just like to see maps and "how to" do this and that, but what is the best way to organize three deminsional combat? Such as aerial combat, and in liquids such as water...or worse. Personally I use two different wet erase mats, one to show the horizontal "earth" surface, and another to show vertical surfaces (which I just mark with a pen) to allow for 5 ft. square movement along a building, in water, or in the air. Also, genius inventions for oddball spells. Two examples, cast silence on a projectile weapon and launch it into a spellcaster. and Unseen Servant-drop him on someone, lay him down to use for tripping (he's invisible!), use him for cover (spring attack works great here!), or put a cloak on him and have him knock on a door full of monsters for some great fun. The best way I've seen it used yet is casting several and hanging them up from the ceiling. Monsters can't see them so if they charge, they plow right into them. |
| Some_call_me_Tim09-06-05, 05:47 PM | Perhaps an article or two focusing entirely on teamwork. It's something many PC parties seem to do badly, fighting as a bunch of individuals rather than a team. TEAMWORK. I cannot agree more. How often do you fight a mind flayer? But teamwork is something that every party needs to practice. I've seen far too many tables devolve into a group of induhviduals each fighting their own battle instead of working together. Simple things such as footwork or how to move to provide flanking for the rogue, how not to get in the way of your party's raging barbarian, how to stay out of the wizard's area of effect spells. Simple things that are too often ignored, just so someone can get their own licks in on the target, instead of maximizing the damage the party does as a whole. Other topics, I would like to see cover some seemingly simple subjects that too few people seem to grasp, such as: when to delay or ready an action; when to use the aid another action; conserving resources (spells, 1/day abilities, etc); how to play an effective support member (healing and buffing). |
| Ian Demagi09-06-05, 06:55 PM | From party building on through team work. I asked WotC if they were coming out with a book like this, and they said no, but maybe I sould write an article..Ian |
| Ian Demagi09-06-05, 06:55 PM | From party building on through team work. I asked WotC if they were coming out with a book like this, and they said no, but maybe I should write an article..Ian |
| KalamarDM09-06-05, 07:10 PM | I definitely agree with the concensus. Teamwork is the most critical and most neglected topic in the game. I keep telling my players that the whole is greater than the sum of the parts: but they just don't get it. Most pc groups that I have contact with muscle through encounter after encounter as a horde of individuals. Worse: most players are out to grab solo glory not perfect teamwork. Most spellcasters wouldn't consider "wasting" their spells buffing warriors. Other spellcasters refuse to take feats that would allow them to enchant weapons and armor for the warriors. Few groups encourage rogues, ninjas, scouts, and rangers to recon to facilitate tactical planning. Warriors charge bosses rather than protecting spellcasters. And players willing to play marshals, healers, bards, and clerics are as rare as hen's teeth. :banghead: |
| Some_call_me_Tim09-06-05, 07:12 PM | How about a column devoted to each of the special attacks that are so seldom used but if used at the right moment could turn the tide of battle. Aid Another Bull Rush Disarm Overrun Sunder I see these used very seldom but have had great success in certain situations with them. Since the rogue can't overcome the DR of undead because no sneak attack, that doesn't mean they shouldn't flank and use Aid Another with the tank. The +2 to-hit can translate into 4 extra points of damage when using two-handed power attack. Have the rogue tumble past the front line and disarm that wizard with that pesky wand of fireballs. To sunder the party's treasure or not--that's a good question. |
| Nom09-06-05, 07:24 PM | I'm actually curious about 2 separate battle tactics issues. I've looked for answers to these questions, but haven't been able to find anything in the core materials.These questions, and some of azhrei_fje's suggestions, are "Rules of the Game" questions rather than "Tactics and Tips" questions. RotG is about how to apply the rules to situations. T&T is about how to apply tactics to situations; rules are but one of the tools for doing so. PS: rangermutt - both of your questions are answerable from the rules, but I'm not going to do it in this thread. Post in Equipment and Combat (http://boards1.wizards.com/forumdisplay.php?f=520) and someone (perhaps me) will discuss them. |
| Ussutisi09-06-05, 08:32 PM | I am interested in knowning tactics for fighting the undead at without a cleric in the party, since my players don't like the class much. |
| Radin Of The Justice09-06-05, 08:45 PM | id like to see those tatical feats from CW somewhat expanded upon, im not sure if there has been that idea, or if there even is already is an article i missed i just find them interestin, or even those fighting style feats maybe |
| Andrew09-06-05, 08:50 PM | I found the Tactics in Action (http://www.wizards.com/default.asp?x=dnd/tt/20050809a) article about fighting a Balor helpful, and would like to see more like it. I like seeing what a group of adventurers can do against a creature that has a Challenge Rating three or four above the average party level. You need really good tricks, really good planning, or really good luck to pull that off. It also doesn't have to be facing off against the big monsters, either - a group of 6th level adventurers still will have a lot to deal with when faced with a frost giant or two. I can see two things that could be helped a bit from the Balor article. One, as I'm sure other posters have mentioned, a whole series of articles could be put towards the use of Knowledge checks to gather strategic information, both before and during a confrontation. Additionally, the Balor article included a couple of spells from supplemental sources. While this is how a lot of us play, and the spells most certainly saved the party's bacon, it would be good to see how to face such a beast with material taken just from the core rules, to show that the key to success lies with good tactics, not strong source material - though it sure doesn't hurt. A mix of articles drawing on diverse supplements and those that stay within the core books would both highlight the new resources that are available and mitigate the fears of those who suspect the new crunch of being superior to the old crunch. |
| Drath'ri09-06-05, 08:58 PM | Aerial Combat most defiantly |
| Kalanth09-06-05, 10:57 PM | I found the Tactics in Action (http://www.wizards.com/default.asp?x=dnd/tt/20050809a) article about fighting a Balor helpful, and would like to see more like it. I agree, I find this kind of read most interesting, and it certainly was usefull in both preperation as a DM and preperation as a player. |
| Ian Demagi09-07-05, 08:53 AM | Yeah, it is a neccessity as you get higher in levels. Against a living target for example, A rogue of 9th level with improved 2 weapon fighting can do 107 points of damage on average on a sneak attack per round with 16str, long and short swords, +3 magic. How does he get this every time? Have the wizard turn him invisible with improved invisibilty! I once played with a mage that refused to do it because he wanted to blast something and had not gotten to in a while. He also refused to enlarge a fighter & paladin against a vampire, end result we kicked him out. So much for bad play. Then there is that cleric spell that allows you to donate hp's to another character. Our dwarven barbarian has somelike 220 hps after this happens. Turn him invisible and his opponent misses him half the time. There also was a time when the party was badly outmatched against a hobgoblin barbarian with enormous strength and constitution. Cleric cast bestow curse- will save failed, wizard cast Tasha Hideous Laughter -will save failed, rogue sliced and diced. The big baddy never got off the ground never took a swing! Thats the kind if stuff I want to see for tactics. Party building is also a big deal especially since a stadard party is now 4 instead of 6. If your sorcerer is a boom wizard then your cleric better be a "buffer". If your cleric is a battle type cleric-taking feats like power attack and cleave to enhance the cleric juggernaught combo of , Divine Favor, Holy Power, and Righteous Might, then the wizard might want to take a lot of craft type feats. It might even make a difference if your party creates a wizard rather than a sorcerer? Lots of stuff like this. I have even created a master party matrix with all the main PC types rated in 13 catatgories, so that a party can see their strengths and weaknesses. WotC does not appreciate the gold mine a book like this would be. They seem to rather want to make a another over powered race(s) supplement (which the group I play in banned). Ian |
| Callista09-07-05, 08:59 AM | I'd like to see an article about how to pick spells--maybe three, for spontaneous, arcane, and divine casters. Sorcerers, especially, need to be very careful about spell selection; because if you don't have the right ones, then your character's gonna suck. |
| Rangermutt09-07-05, 09:41 AM | [QUOTE=Nom]These questions, and some of azhrei_fje's suggestions, are "Rules of the Game" questions rather than "Tactics and Tips" questions. RotG is about how to apply the rules to situations. T&T is about how to apply tactics to situations; rules are but one of the tools for doing so. Sorry, I didn't realize the distinction. I thought they were asking us for suggestions on rules we needed clarified. Thanks Nom, for the suggestion about how to get the info though. |
| SmithyW09-07-05, 06:41 PM | I would like to see a T&T on building a defendable city in a fantasy world. Something applying the knowledge from the Stronghold Builder's Guidebook, DMG 3.5, DMG 3.5 web enhancement and the DMG II. One good article (or set of articles) that would really pull all the myriad of sources together, for both the DM making a new city in her world and the PC building or refurbishing her base of operations. |
| darth_borehd09-07-05, 06:49 PM | I would like some tips on how to fight "invincible" foes. Ones that have both a very high spell resistance and damage reduction. Like a Wizard who has cast a lot protective magic on himself. Or how to fight an iron golem when you are armed with a normal rapier and don't have any rust spells. Or how to fight "impossible-to-beat" creatures like the Dung Monster in the Rappan Athuk series of adventures. Or even what to do when you are confronted with an avatar of a deity. |
| Akuno09-07-05, 09:20 PM | I'd like to see a bit more about combat in unusual terrain, myself. Aerial and underwater combat are a bit much to manage sometimes. I also like the teamwork bit ... no one in my group likes working with others, and inevitably end up getting beaten half to death when they rush in to do something alone. |
| Ian Demagi09-07-05, 11:09 PM | Fighting undead without a cleric (shudders): repeat this mantra: force magic is my friend, force magic is my friend, force magic is my friend...Then: meta magic is my friend...if the party is going against incorporeal undead, the out of prime material thing really makes life difficult-a maximized Magic Missle spell works really well though. Also if anyone should take a cleric, crunch the numbers on a maximized Spiritual Weapon. At first it does not look impressive but it does eat away at everything inculding maybe the uber worst incorporeal monster- the dread wraith. At 11th level, your getting two attacks, if you have an 18 wis you can buff this to 22 using Owls Wisdom to get plus 6 on your to hit. You will get 11 points of damage every successful hit-no chance of out of phase miss, no damage reduction. At 11th level you should hit 8 times over the course of the spell (5 primary and 3 secondary) for 88 points of damage. Compare this to flame strike or fireball, Monsters like wraiths and spectres save very well and there is the 50% miss chance (except for the positive material damage from flame strike (but even that gets a makeable save for half). The little damage engine keeps dishing it out. If it is not fast enough, you might try 2 of these spells (for a really nasty undead like a dread wraith). It burns a 5 th level spell slot, but it might keep your party alive. Also ghost touch weapons might be a good choice. Hope this helps, Ian. |
| Praedoran09-07-05, 11:09 PM | Tips on how to survive without a Cleric. There are just as many teams that have Clerics as those that don't. I'd personally play one for the power factor, but I've players who don't want to play the mold and just want to play something fun and interesting. However, having the Cleric along is a big step in party power (ex: Combat vs. Undead, HEALING, etc.). I've had to come up with a few myself, but an article or two on Team Dynamics and making the most of it would go a long way. |
| Silverwave09-07-05, 11:27 PM | This is a little bit special but... I want to see an article that explain some uncovered d20 game mechanics. Like : - Why skills have not been packed-up a bit? I mean by that, wouldn't have been better if some skills were merged (ex. swim, climb, balance, jump merged into a skill named Athletics or something like that, or disable device and pick lock, move silently and hide, etc). - Why Craft ended up this way ? From an adventurer point of view, taking like 2 months to craft a simple chain mail is a bit too long. And with so high trap values, crafting a trap take a ridiculous amount of time. (ex : robbing poison that cost 600 gp into a door and the trap take 9000 gp of value... thus making the time to rub the poison (with craft rules) ridiculous! Same for the 10' pit trap that should take months to dig (?!?) if you base the craft rules on it's market price. |
| Silverwave09-07-05, 11:28 PM | Tips on how to survive without a Cleric. There are just as many teams that have Clerics as those that don't. I'd personally play one for the power factor, but I've players who don't want to play the mold and just want to play something fun and interesting. However, having the Cleric along is a big step in party power (ex: Combat vs. Undead, HEALING, etc.). I've had to come up with a few myself, but an article or two on Team Dynamics and making the most of it would go a long way. Good choise of subject ! |
| Praedoran09-08-05, 08:30 AM | This is a little bit special but... I want to see an article that explain some uncovered d20 game mechanics. Like : - Why skills have not been packed-up a bit? I mean by that, wouldn't have been better if some skills were merged (ex. swim, climb, balance, jump merged into a skill named Athletics or something like that, or disable device and pick lock, move silently and hide, etc). - Why Craft ended up this way ? From an adventurer point of view, taking like 2 months to craft a simple chain mail is a bit too long. And with so high trap values, crafting a trap take a ridiculous amount of time. (ex : robbing poison that cost 600 gp into a door and the trap take 9000 gp of value... thus making the time to rub the poison (with craft rules) ridiculous! Same for the 10' pit trap that should take months to dig (?!?) if you base the craft rules on it's market price. Someone's been reading a little Iron Heroes or possibly Spycraft. Whatever reason they did it for isn't really a strategy topic. However! It does bring up an excellent idea for an article based around House Rules or incorporating new Game Mechanics. |
| Bez09-08-05, 09:33 AM | - Why Craft ended up this way ? From an adventurer point of view, taking like 2 months to craft a simple chain mail is a bit too long. You every tried making a mail shirt? It takes ages. Don't forget that an adventurer would want the proper stuff (each link riveted shut), not just split links like LARPers generally use (and some re-enactors). 2 months isn't that over the top for it (it depends on how good you are). The riveting each link really slows things down, and it'd take you a week or so to make a shirt without riveting (which lets piercing weapons through much easier, and makes it far more likely you'll lose links if you get hit) . |
| Blackstorm09-08-05, 10:00 AM | I know that it's an not a new rule but I'm not always sure about the rules when fighting with two weapons... Suppose I'm a fighter level 1 (1 attack per round) with two weapons: - If I attack with both weapon, it is a standard action or a full-round action ? - If I make an attack of opportunity, can I attack with both weapon or only one ? With a fighter level 6 (2 attack per round) with two weapons: - If I use my 2 attack, it's mean that I hit 4 times (2 times per weapon) or 2 times with my primary and one with my offhand ? Spells that add an extra attack (like Haste) allow me to attack with both weapon or only one ? Also, is it all the same rules for double weapon ? I suggest you to add an article on fighting with two weapon / double weapon. Thank you very much. Blackstorm |
| SmithyW09-08-05, 10:48 AM | Perhaps an article or two focusing entirely on teamwork. It's something many PC parties seem to do badly, fighting as a bunch of individuals rather than a team. I'm not so much thinking of particular clever combos, just the basics: flanking, protecting the casters, buffing the tanks, that sort of thing. I would ALSO like to see a teamwork article. Not just a "how to" on *being* a good team, but also tips on how to *become* a good team. Also, how to avoid the typical pitfalls for adventuring parties that fail to work as a team. |
| Yoho1.509-08-05, 11:24 AM | I would like to see a T&T section for DMs on how to get the most fight out of the iconic monsters! On the players side I agree with the previous posters on a teamwork article(s) on how to cover the various rolls of a effective party. How to mesh various classes together for better combat, like teaching: spell casters how and when to buff, tanks how to tank and flank, rogues how to take advantage of position ect. |
| bholdr_mage09-08-05, 11:26 AM | I know that it's an not a new rule but I'm not always sure about the rules when fighting with two weapons... Suppose I'm a fighter level 1 (1 attack per round) with two weapons: - If I attack with both weapon, it is a standard action or a full-round action ? - If I make an attack of opportunity, can I attack with both weapon or only one ? With a fighter level 6 (2 attack per round) with two weapons: - If I use my 2 attack, it's mean that I hit 4 times (2 times per weapon) or 2 times with my primary and one with my offhand ? Spells that add an extra attack (like Haste) allow me to attack with both weapon or only one ? Also, is it all the same rules for double weapon ? I suggest you to add an article on fighting with two weapon / double weapon. Thank you very much. Blackstorm First of all, make sure your off-hand weapon (the one in your non-primary hand) is light. That helps a lot. Making an attack at 1st level or any level there after is a standard action. Making ANY (aside for certain feats like manyshot) attack that has two or more attacks is a full-round action. So it doesn't matter if your character is 1st or 11th level: If you make more than one attack, even with an off-hand attack-it's a full-round action. You can only move a five-foot step in doing so. When making an attack of opportunity, use your primary weapon, using your str +base attack bonus + magic modifiers + other modifiers. You only get one attack of opportunity a round, and only against one opponent. Even if you have the combat reflexes feat which gives you multiple attacks of opportunity, you can only make one attack of opportunity against one foe in a round. Two weapon fighting does not apply during attacks of opportunity. When you reach 6th level, you gain a base attack bonus of +6/+1, thus giving you two attacks in a full-round action. While using the full-round action, you can use your off hand weapon to gain an extra attack, but your penalties for using an off-hand weapon apply to all attacks. Read the description on penalties using an off-hand weapon in the Player's handbook. So basically at 6th level, you can use a standard action to make one attack, a full-attack action to make two attacks without penalties, or a full-attack action to make three attacks (one with your off-hand) and suffer penalties on all your attacks. The feat improved two weapon fighting, gives you an additional attack with your off-hand weapon, but don't worry about that till later levels. There ya go. |
| zero_cool09-08-05, 12:02 PM | Perhaps an article or two focusing entirely on teamwork. It's something many PC parties seem to do badly, fighting as a bunch of individuals rather than a team. He is right. You Could name it "FIGHTING AS A TEAM" In my game, we are 6 members: I´m a Half-elf Ranger lv12, Half-Elf Cleric lv12 Elf Paladin lv12 Elf Cleric 5/wizard lv4 Goliath Monk lv8 Stonechild fighter lv5 And in the current campaign i´ve been selected Leader (perhaps because I know the rules better) How can I lead the group in the best way, How do I command the orders on how to attack?. Being a ranger gives me the adventage needed to scout ahead and organize the party. What to to when the party is in danger? or when we are facing a trap we can not overcome (specially when we have no rogue?) Many question can be made regarding this issue |
| Ian Demagi09-08-05, 12:05 PM | Well...If you really want to do two weapon fighting, and get the maximum out of it, you may want to consider Ranger or Rogue. Rangers that take the 2 weapon style get two weapon, improved two weapon, and greater two weapon fighting as bonus feats (as long as they wear light armor). As far as dealing out damage a two weapon rogue really shines when they sneak attack. Ian De'Magi |
| Ian Demagi09-08-05, 12:08 PM | Ideas of what rogues can do when the party encounters undead, constructs, or creatures wih huge damage resistance. Ian. |
| GilaMonster09-08-05, 04:28 PM | I would like to see a T&T on building a defendable city in a fantasy world. Seconded. In addition, I'd love to see an article/s on pressing a siege and defending against a siege. Preferably something that can be adapted to high or low magic and any level participants. |
| Arius09-08-05, 10:36 PM | TEAMWORK. I cannot agree more. How often do you fight a mind flayer? But teamwork is something that every party needs to practice. I've seen far too many tables devolve into a group of induhviduals each fighting their own battle instead of working together. Simple things such as footwork or how to move to provide flanking for the rogue, how not to get in the way of your party's raging barbarian, how to stay out of the wizard's area of effect spells. Simple things that are too often ignored, just so someone can get their own licks in on the target, instead of maximizing the damage the party does as a whole. Other topics, I would like to see cover some seemingly simple subjects that too few people seem to grasp, such as: when to delay or ready an action; when to use the aid another action; conserving resources (spells, 1/day abilities, etc); how to play an effective support member (healing and buffing). Exactly! I have two gaming groups of similar level and composition; one is challenged by a CR less than their level, the other group is only challenged by a CR at least 2 higher than their level. The difference … teamwork and tactics. Sometimes it’s just the little things: - The ranger who takes the flanking position opposite the fighter leaving the rogue on his own. - The fighter who moves directly in on a foe, instead of splitting a pair of enemies looking for a cleave. - The mage who steps in front of the archer trying to use rapid shot (my personal favourite :D). etc. A section for each of the core classes would be nice, or at least each of the major roles (spellcaster, fighter-type, sneak, archer, etc). Include tactics that they could use themselves, and tactics to use with other members of the party. |
| darth_borehd09-13-05, 05:14 PM | Tips on making custom weapons, armor, and magic items to use in combat. |
| eudas09-14-05, 06:30 PM | Tactics & Tips (http://www.wizards.com/default.asp?x=dnd/arch/tt) provides useful information about tactical game play based on using the core books. Recent columns have covered tactics against mind flayers, drow and swarms, as well as overcoming spell resistance and charms. Have an interest in a future Tactic & Tip column? An angle of the game you'd like to see covered? A situation for which a little advice would go a long ways? Just let us know! In the interest of helping present the information you most need, please feel free to submit any questions you have regarding Tactics & Tips to this message board thread. Your participation is very much appreciated. Also, look for your chance to particpate even further with Tactics & Tips, in a future community board contest. We supply the situation, you supply the winning tactic! Hmm. Well, I read a bunch of those articles, and the "vs specific enemies" ones weren't quite as interesting to me. I was interested in the more widely-applicable articles, such as the "how to get your attack roll high" or "how to get your AC high" articles. Unfortunately, those things are kind of obvious if you're not a newbie. As mentioned elsewhere on this thread, Teamwork is a huge one but it's a subject that's hard to pin down because alot of it is specific to the builds and individuals involved in the team, as well as the exact enemy, distribution of forces, terrain, etc. But providing examples and showing how they can be used to best effect could inspire people to think about it more. Tactics and tips could also cover general unit strategies used in real life, such as how infantry units retreat and provide cover fire at the same time. If the whole D&D team has ranged weapons, this can be used to stage a fighting retreat (fire and move to the end of the line, next person in line does same, repeat until safe). Examining historic examples could provide some data for tips and tactics. Providing examples of how class A can provide opportunities for class B is good. I dunno, to an extent, I'm at a loss. I don't even know what i don't know. But I do know I need something -- brute force only goes so far, and you can't *always* fight something that's equal to your CR. eudas |