tactics
i think people should look at the asisting rules. they allow you to aid another in 3.5 d&d and this will allow players thet are not combat effective to help the players that are.
i also belive that we need to form attack plans last night was a little odd since there were so many players and so many had not played in this addition before.
i had a few questions that we did not really look at last night.
nancy- what kind of ranger are you playing? range attack or two weapon fighting?
matt-how good are you at spot/search/open locks/disable device? and you are looking to be a ranged attack rogue?
josh- you might consider assisting a main fighter.
mages- your spells were good but you need to do something on the first round of combat and not the third after the fighters are down.
one cleric for eight is low we need to be careful to keep him out of the front line fight so that he can heal more.
i think we have a good damage fighter with the two handed sword. im personally switching to warhammer and sheild. any questions or comments please post. i might be wrong about what we should do for our combat but let me know what you think.


Re: tactics
matt-how good are you at spot/search/open locks/disable device? and you are looking to be a ranged attack rogue?
Yeah the thief abilities are where i plan to be focusing, and definately ranged attack, being anywhere near combat with melee is the suck with 6 HP
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)Re: tactics
i only ment that the mages need to understandthat some creatures dont need to have spells dropped on them. when you have limited spells and three goblins attack you have to remember that the party has two front line fighters and three secondary fighters.
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)Re: tactics
mages- your spells were good but you need to do something on the first round of combat and not the third after the fighters are down.
When you have two spells a day and get into three combats, you run out of spells quick. the first two combats i fired off a badger first round.
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)Re: tactics
I'll answer for Nancy, since she doesn't have a forum account here.
She will be going the archery route and getting precision shot as soon as she is able; this will let her fire into melee without the -4 penalty.
The assist tactic in combat can be useful: essentially, you say you are helping an ally. You roll for attack normally, except the DC is 10. If you make it, your ally can add 2 to to-hit rolls or to his ac for a round. This can be handy if you are fighting something difficult to hit and you have a character with a low attack bonus.
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