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Worlds of Design: Combat Tactics
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<blockquote data-quote="Stormonu" data-source="post: 8992426" data-attributes="member: 52734"><p><strong>OVERLAPPING SKILL SETS</strong></p><p>One thing that always hurts a group is if everyone specializes in ONE area and there is no overlap in skills, abilities and equipment. For example, DON'T have the Cleric carry all the <em>potions of healing</em>, spread them and other equipment out across the group. If someone has an innate skill/ability to do something, spread magic items that grant similar abilities to others who can act as back-ups. For example, everyone's first instinct is to give the <em>cloak of invisibility</em> and/or <em>boots of elvinkind</em> to the rogue, but perhaps consider giving it to the group fighter, who can then assist the rogue in scouting - or just allowing the group to move around in a much more silent fashion.</p><p></p><p>Everyone should have a melee and ranged weapon of some sort, even if they do piddly damage with it. It's better than standing there gawking while a flying enemy rains death down on the party. Don't have one character be the sole beast at melee or tanking - if they get tied up or dropped, someone else needs to be able to step up (for at least a couple rounds) to keep the bad guys off the squishies. </p><p></p><p>Same with skills - DON'T have one person be the only one with a valuable skill (Persuasion, Stealth, Perception, etc.) - if something happens to that person (and at some point <em>it will</em>), there should be someone else in the group with a passable ability to cover that role until the primary is back on their feet.</p><p></p><p>And, last of all, always carry a dagger on your character. They're as useful a tool as duct tape outside of combat - and the ultimate in concealable, last-ditch protection.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8992426, member: 52734"] [B]OVERLAPPING SKILL SETS[/B] One thing that always hurts a group is if everyone specializes in ONE area and there is no overlap in skills, abilities and equipment. For example, DON'T have the Cleric carry all the [I]potions of healing[/I], spread them and other equipment out across the group. If someone has an innate skill/ability to do something, spread magic items that grant similar abilities to others who can act as back-ups. For example, everyone's first instinct is to give the [I]cloak of invisibility[/I] and/or [I]boots of elvinkind[/I] to the rogue, but perhaps consider giving it to the group fighter, who can then assist the rogue in scouting - or just allowing the group to move around in a much more silent fashion. Everyone should have a melee and ranged weapon of some sort, even if they do piddly damage with it. It's better than standing there gawking while a flying enemy rains death down on the party. Don't have one character be the sole beast at melee or tanking - if they get tied up or dropped, someone else needs to be able to step up (for at least a couple rounds) to keep the bad guys off the squishies. Same with skills - DON'T have one person be the only one with a valuable skill (Persuasion, Stealth, Perception, etc.) - if something happens to that person (and at some point [I]it will[/I]), there should be someone else in the group with a passable ability to cover that role until the primary is back on their feet. And, last of all, always carry a dagger on your character. They're as useful a tool as duct tape outside of combat - and the ultimate in concealable, last-ditch protection. [/QUOTE]
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