How do you run combat?


GM Discussion


So I'm running Perils of the Pirate Pact tonight, and in reading through the module, there are combats where the tactics are 'half the pirates engage in melee while the other half use their bows'.

As a player, the smart thing is to have your artillery concentrate fire on the players who need to be taken out first, then move down the target list. Somewhat the same with melee. Have two players flank an enemy to increase their chances of hitting (or provide support for the rogue).

I've always disliked stupid villains, but it strikes me that this tactic could take down party members, thus decreasing the "fun level" of the event.

So my question is, how do other DM's run combat? Do you use sound tactics, or do you run mindless minions? Or something in between?

Sczarni 4/5

crmanriq wrote:


So my question is, how do other DM's run combat? Do you use sound tactics, or do you run mindless minions? Or something in between?

My recommendation is to watch the battle parts of Pirates of the Caribbean (at least the battles on ships). There may be one or two people who keep their heads, but everyone else is just hacking at anyone they don't recognize as a friend that comes in range.

The Exchange 5/5

crmanriq wrote:

So I'm running Perils of the Pirate Pact tonight, and in reading through the module, there are combats where the tactics are 'half the pirates engage in melee while the other half use their bows'.

As a player, the smart thing is to have your artillery concentrate fire on the players who need to be taken out first, then move down the target list. Somewhat the same with melee. Have two players flank an enemy to increase their chances of hitting (or provide support for the rogue).

I've always disliked stupid villains, but it strikes me that this tactic could take down party members, thus decreasing the "fun level" of the event.

So my question is, how do other DM's run combat? Do you use sound tactics, or do you run mindless minions? Or something in between?

#17 is a pretty cheesecake scenario, so I usually take the gloves off when I run it.

Spoiler:
The problem with the first act is that no player wants to sit on their behinds when they know a combat is approaching. They are going to try and interrupt the boxed text. Go ahead and let them shoot at the approaching pirates and take some out. Then when the grappling hooks are thrown and the PC's vessel is boarded, add some more pirates to bring the encounter back up to strength.

I use intelligent tactics when I run humanoid opponents. I like to have the archers take the toughest-looking PCs down first, but shooting into melee is a losing proposition. Smart PCs will take cover behind railings or masts. The pirates onboard the PC's ship will always use flank to help them out. I like to have one pirate move up to a PC and ready an action to strike when he gets a flanker, then have a second pirate move up and complete the circuit. If the PC steps out from cover or out of melee, then the archers let him have it.

If my dice start getting hot then I back off and have the pirates waste some actions rather than go for the throat. I'll have pirates make intimidate checks or disarm the PCs rather than try to damage them. I still believe that it is in the pirates' interest to capture, rob and ransom the PCs rather than simply kill them. If it looks bad I'll start using non-lethal attacks. It's a warm-up combat so most likely the PCs will mop the deck with the pirates.

I have found #17 to be fun but unchallenging. This can change if the PCs suffer ability damage as a result of poison. Last time I ran it I paralyzed a half-orc with dexterity damage. It was very thoughtful of the author to include the potions of lesser restoration.

The Exchange 5/5 RPG Superstar 2010 Top 16

Pathfinder Society scenarios are not supposed to be cakewalks. Characters, particularly careless ones, can die.

At my tables, NPC strategy depends on (a) their mental stats, Intelligence in particular, and (b) their intent and purpose, as the NPCs understand it.

If the NPC wasn't expecting a fight with the party, then I play their reaction as impetuous. Likely as not, they'll try to flee rather than engage an unknown and violent opponent. Likewise, two NPCS who just happen to find themselves in the same area, both fighting the party, have no reason to coordinate their attacks.

If a team of NPCs has anticipated the fight, I'll have them fight to their best ability. In the case you cite, or in n encounter with halfling snipers firing from cover while the PCs are in melee, i'd have the archers concentrate on the spellcasters first.

If this kills the spellcasters, and thereafter the party, that may be "less fun" in the short run, but it encourages the players to run tighter melee tactics with their new characters.


Doug Doug wrote:
crmanriq wrote:

So I'm running Perils of the Pirate Pact tonight, and in reading through the module, there are combats where the tactics are 'half the pirates engage in melee while the other half use their bows'.

As a player, the smart thing is to have your artillery concentrate fire on the players who need to be taken out first, then move down the target list. Somewhat the same with melee. Have two players flank an enemy to increase their chances of hitting (or provide support for the rogue).

I've always disliked stupid villains, but it strikes me that this tactic could take down party members, thus decreasing the "fun level" of the event.

So my question is, how do other DM's run combat? Do you use sound tactics, or do you run mindless minions? Or something in between?

#17 is a pretty cheesecake scenario, so I usually take the gloves off when I run it. [spoiler]The problem with the first act is that no player wants to sit on their behinds when they know a combat is approaching. They are going to try and interrupt the boxed text. Go ahead and let them shoot at the approaching pirates and take some out. Then when the grappling hooks are thrown and the PC's vessel is boarded, add some more pirates to bring the encounter back up to strength.

I use intelligent tactics when I run humanoid opponents. I like to have the archers take the toughest-looking PCs down first, but shooting into melee is a losing proposition. Smart PCs will take cover behind railings or masts. The pirates onboard the PC's ship will always use flank to help them out. I like to have one pirate move up to a PC and ready an action to strike when he gets a flanker, then have a second pirate move up and complete the circuit. If the PC steps out from cover or out of melee, then the archers let him have it.

If my dice start getting hot then I back off and have the pirates waste some actions rather than go for the throat. I'll have pirates make intimidate checks or disarm the PCs rather than try to...

Some very good ideas. I like the idea of letting the PC's shoot from a distance, but then adding pirates to keep the challenge up. I guess the other side of the coin might be that if the PC's fire from distance, all of the pirates could as well, with half switching to swords as the boats close.


Chris Mortika wrote:

Pathfinder Society scenarios are not supposed to be cakewalks. Characters, particularly careless ones, can die.

At my tables, NPC strategy depends on (a) their mental stats, Intelligence in particular, and (b) their intent and purpose, as the NPCs understand it.

If the NPC wasn't expecting a fight with the party, then I play their reaction as impetuous. Likely as not, they'll try to flee rather than engage an unknown and violent opponent. Likewise, two NPCS who just happen to find themselves in the same area, both fighting the party, have no reason to coordinate their attacks.

If a team of NPCs has anticipated the fight, I'll have them fight to their best ability. In the case you cite, or in n encounter with halfling snipers firing from cover while the PCs are in melee, i'd have the archers concentrate on the spellcasters first.

If this kills the spellcasters, and thereafter the party, that may be "less fun" in the short run, but it encourages the players to run tighter melee tactics with their new characters.

Wow. A little more bloodthirsty than I would expect. (Not that bloodthirsty is a bad thing, it just surprised me.) While I hate killing characters, I do understand that acting stupid can get you killed, and PFS is no exception.

Of course, taking down a spellcaster probably won't actually drop them to dead, especially at lower tiers. But it will probably make the players a lot more cautions for the rest of the adventure.

Dark Archive

I agree with Chris 100%. I absolutely hate to kill characters (I'm okay with killing players sometimes, but I hate to kill characters;) but I will not hesitate to wipe out someone who does something stupid. I will not cheese out an encounter just because player A screws up royally.

Of course, some thought has to be given to the experience level of the players. If you just have a bunch of kids who haven't played before, taking it easy on them is certainly the right thing to do. But if your group is full of veteran gamers, then by all means let 'em have it.


crmanriq wrote:


So my question is, how do other DM's run combat? Do you use sound tactics, or do you run mindless minions? Or something in between?

I tend to role-play the bad guys.

This generally has the best reception from players as they know that you are a neutral party and neither out to softball them or wanting to slaughter them for your own amusement.

If the bad guys are organized and smart then they will employ reasonable tactics, meanwhile if its a hungry animal it will act as such.

Also realize, just as you would if you were a player, that your knowledge is different from the critter's knowledge. You might know that the elf in a mithril chain shirt carrying a bow is the party cleric, but its unlikely that the bad guy thinks they are anything but a ranger or the like. Player introductions are a good place for you to get an idea of what each character looks like. Even when a group knows one another I will tend to go through this, or prompt them for how they look at the start of a mod. That way I know how NPCs will prejudge them.

When a bad guy in the first round runs up to the monk and tries to grapple him it can be priceless, especially when he yells 'I've got the mage!'..

-James

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