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Remember those combat maneuvers
Post originally by Turtle at 2003-05-27 00:15:17
Converted from Phorums BB System
As Mike and Rich put it in the "Dragonslaying" topic. SW is not a game where you can just run up and hit a Dragon and hope to defeat it. If you think about it, that's probably how things should be.
There are many combat maneuvers for players, even maneuvers that your players can make up, that give them an advantage over tougher opponents like the dragon.
Beside's Mike's example, having the ranger spend an action to aim, then on his next action he makes a called shot to the head, he has a much greater chance of doing more damage or at least shaking the creature so that the Paladin or Barbarian can get the wound in.
Also remember for attack rolls, if you get a Raise that's an extra +2 to damage. So, maneuvers that give you extra bonuses to hit really mean a lot.
Tricks will lower an opponent's parry, and allow characters to make up their own maneuvers. Ganging Up will give bonuses on attack rolls for each friendly attacking the same target as you. Wild Attacks give attack bonuses at the cost of a lower Parry until your next action. Aiming ranged attacks give bonuses to attack. All of these are what's needed to win a tough battle.
It's these elements that new players will overlook, especially if they're coming from D&D where the main source of powerful hits comes from magic or many magical items, instead of the character's actions themselves.
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