| Kromm |
07-11-2008 10:44 AM |
Re: How to protect casters?
Quote:
Originally Posted by Randover
Sure but there are actualy people who like to make squishy magic users as there characters. Most of time they do not even borther to read combat system carefully, they like other parts of game...from social engeneering, to mystery solving. Having fighting/tactics types together with non-combat types of players is sometimes unavoidable...they are your friends. But on the other hand GM has to be creative not to put non-combat types into combat - or better said - leave them other choices how to solve things, and give the fighter/tactics types opportunity to shine.
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All of the above is very true. I've seen a tactically oriented player use a fairly mediocre fighter to greater effect than a cerebral player could put a tactically awesome character. That's in a pregerated scenario. Now let the two types of players create characters that match their biases. It can get quite bad, but at the same time, it's a little unfair of the GM to say, "No, you can't create the character you want. You have to make him much more violent and combative." Thus, I think there's a large audience for advice on how tough-guy PCs can cover wimp PCs -- advice other than "Don't be a wimp, then!", I mean.
My only critique of the original post is that I hold out little hope that most of the likely advice will apply usefully to a two-man party. Formations resistant to flanking are only barely possible with three PCs, and really call for about six. Deep formations start around six and work better with huge groups of NPC spear-carriers. Neither is especially workable for two people. With parties that small, it's generally better to bite the bullet, avoid pitched battles, and have combat consist of "fighter holds off lone monster," "fighter is challenged to duel," "fighter distracts bad guys while friend sneaks," etc.
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