Become a ToEE Tactical Master - COMPILED tips Some members have been requesting this be compiled into one list; here it is. I have restated some items, but simply collated most of it into one document. Forgive the lack of deep nesting of lists, the board only allows nesting different types of lists and only one deep. I did not include any major exploits by choice. Those are elsewhere in this thread for anybody who is really interested. If the original poster wants to make use of this collection, he has my permission. Simply quote it to copy the code and then edit the OP to paste it in. Become a ToEE Tactical Master Tips for Combat Success and More! The Temple of Elemental Evil 's robust turn-based tactical engine would prove daunting to those uninitiated with 3rd and 3.5 editions pencil-and-paper D&D. This document is to help teach tactics and party development to them. Game information Quick keys * While the radial menu is perhaps the best solution for enabling player access to all of a character's options in a limited space, it can quickly become a pain to access frequently used combat options; use your quick keys. 1. Hold down and tap any key not already bound to a function 2. open the radial menu and click on a frequently used option 3. click okay when asked to confirm binding the key to that option. That key will now apply to any character wishing to use that option. * Options worth binding to quick keys: 1. Stealth 2. 5' Step 3. Charge 4. Ready Vs. Approach 5. Search 6. Withdraw 7. Total Defense Attacks of Opportunity (AoO): * AoOs are possibly the most confounding element of the D&D tactics. The first 5' through a threatened area is "free." but once you move beyond the 5', you are considered to be "moving through" threatened space. Since a reach weapon creates a 10' radius of space that is threatened, an enemy approaching with a normal weapon (5' radius) is 5' short and has to move through the rest of 10' to get make the attack. The first 5' is free; the second is not; an AoO is made for the second. NOTE: In pencil & paper (PnP) D&D, a reach weapon can ONLY attack at 10', so if a foe with a normal weapon closed to attack, the reach weapon holder would be forced to move back 5' to attack back. In ToEE, this isn't the case, as reach weapons can attack from 5' AND 10'. This gives the reach weapon an advantage it was never supposed to have, and makes it far more desirable. Scouting for fun and profit: * It is impossible to target ranged weapons and spells beyond the edge of ToEE's fog of war, but their ranges extend much farther than that. Bypass this limitation by using a stealthy character to scout ahead. This character can enable a spell caster to lob a fireball much farther than otherwise possible (consider using a scout with Improved Evasion), and the enemy is subject to missile fire immediately after - long before they'd normally cross the fog of war boundary. NOTE: This does not negate the requirement for a straight line; a wizard still can't hurl a fireball around a corner. Delaying Action It is possible to "slide" characters initiative down the order. Some illustrations: * Bull's Strength is needed for a fighter, but the fighter is acting before the spell caster. Delay the fighter past the caster and his upcoming attack will include the strength bonus of the spell. * A spell caster is occupying threatened space but the opponent is near death. Delay the caster past allied fighters so they can finish the opponents off; the caster can then avoid the threat of AoOs. * A fighter with a reach weapon fighting shoulder-to-shoulder with one wielding an ordinary weapon. Sometimes it is better to have the reach weapon attack first and then have the other fighter step in front of him and attack. This negates concealment penalty for the reach weapon wielder. * A very limited "lane of fire." It is better to have your normal weapon wielder go first, so he can close on the enemy, and then the reach weapon wielder can bring up the rear. Thus, even though the reach weapon wielder will suffer the concealment penalty, it is still possible to have two fighters attacking the same creature, as opposed to blocking up the "lane" with the reach weapon fighter, and only having one. Don't just attack. Simply attacking is rarely the best option; try some of the options listed below. Priority of Combat: * Be Ready -- make use of the Ready vs. options. 1. Ready vs. casting: When facing a group with a caster, ready artillery to try and interrupt the spell. 2. Ready vs. approach: Creating a nice line of readied fighters in front of artillery support can setup many fights. Anyone approaching this line is attacked before being able to land a blow, and anyone attempting to run past it and towards the rear lines triggers an AoO. NOTE: This is a single attack instead of full, but if the enemy is far enough away to require a full move action then they are too far away to attack at all on that turn without a charge attack which requires a straight line run. * One bad guy at a time: It's tempting to have each melee fighter close and engage individual foes until they are dead. DON'T DO THIS! Gang up on enemies. Hit one bad guy until it falls, and then move on to the next bad guy. 1. Spell casters 2. Archers 3. Leaders 4. Everything else. Trip * A trip typically allows: two attacks on the enemy, better odds of hitting while prone, and denies him actions for 1 1/2 rounds while he goes down and then stands up. 1. It is a touch attack (ignoring armor bonuses), which means that it is easier to land. 2. It is an opposed strength check (at +4 if you have Improved Trip). Failure puts him prone. NOTE: Improved Trip allows an automatic free attack on the prone creature (now with +4 to hit) 3. When the creature stands up (automatic in ToEE), everyone in range gets an AoO. * Improved Trip and Reach Weapons A potent combo is a reach weapon (spiked chain, glaive, long spear) with Improved Trip (prerequisite: Combat Expertise) and Ready vs. Approach. 1. When the interrupt comes, trip the attacker. Improved Trip then allows a free attack on the prone attacker (+4 bonus for anyone in range). 2. As your opponent rises, everybody in range gets AoOs. 3. If the foe attempts to move without being very careful to use only a 5' step they'll provoke even more AoOs! * NOTE: the spiked chain in ToEE is a waste of a feat, unless simply showing the cool animation. 1. Trip rules weren't completely implemented which means that all weapons are equally good at tripping. 2. Disarm isn't enabled. 3. "Donut reach" isn't used. In PnP, only the spike chain (and whip) can use both 5' & 10' range; all reach weapons in ToEE, can attack at 5' range. Charge! * ToEE will often allow charging the enemy. 1. All that is needed is a little unobstructed distance between the attacker and foe. 2. Charge grants a not insignificant +2 to hit. 3. Charge enables an attack from a “full move” distance to the foe. NOTE: An ordinary move would only allow closing with the foe, delaying an attack until the next turn. 4. Charge causes a penalty (-2AC on the next turn) but is often worth it to be able to hit hard and early. TIP!!! Characters with reach weapons can charge to a protected spot behind an ally (where the -2 AC penalty rarely matters) and get their +2 to partially offset the +4AC that the opponent is getting due to cover! Ranged Weaponry: * It's hard not to like the idea of shooting the enemy with impunity from a distance, but for the most part, ranged weapons are an ineffective way to conduct combat. 1. Enemies with melee weapons will close very rapidly, usually within the first turn. 2. Ranged fire while in melee causes an automatic AoO against any character attempting it. 3. It takes time to switch weapons; plan the switch from ranged to melee and vice versa. 4. Firing into melee causes a -4 penalty to the roll. NOTE: Precise Shot (prerequisite: Point Blank Shot) will avoid melee penalties but not a concealment bonus. 5. Ranged weapons suffer from concealment penalties. If anything blocks the direct line of sight to a foe, they get a concealment bonus of +4AC. 6. Ranged weapons tend to do little damage. The heavy crossbow is an exception with a 1d10 to damage, but they suffer a serious reload time penalty. This can be especially disheartening because ranged weaponry tends to do piercing damage, which a good number of creatures are resistant to. * EXCEPTIONS - Times When Ranged Works Great!!! 1. Casters can trap enemies in such a way that make approach undesirable. Web, Grease, etc. are fantastic for rendering foes helpless, but they also prevent melee characters from closing without becoming vulnerable to the very same spell effect that disabled the foes. Have a ranged weapon on every character, even if they don't use it often. TIP! Magically trapping very strong enemies with weak reflex saves (giants, ogres, etc.) can result in an easy ranged attack victory. 2. Rogues can make amazing snipers. Rogue sneak attack applies to any weapon, be it a rapier, hammer, great axe or missile. This makes them a natural sniper; simply run around sniping at a safe distance. Combined with the multitude of ranged weapon feats and the rogue’s normally high DEX, this can be one wicked option. TIP! Elves gain the longbow proficiency automatically AND get a +2 DEX bonus. * Although missile attacks frequently do less than 4 points of damage (as low as ZERO if resistant to piercing) a spelled arrow (flaming, etc) can raise the damage considerably, making the ranged weapon a much more deadly option. * Finally, to ensure the best chance of hitting the target: 1. Maintain a nice, clear line of sight (avoiding concealment penalties). 2. Stand fairly close (within 30' of your enemy) whenever possible if using Point Blank Shot. Positioning on the battlefield: Flank the enemy Flanking grants a +2 bonus to attack to both flankers and occurs whenever two allies are on opposite sides of an enemy, so it is key to obtain a flank as often as possible. This can be accomplished multiple ways: * Many classes can summon allies. Get double usage out of them by summoning them to a position that achieves a successful flank. This applies to any ally, even charmed or summoned ones. * The use of ALT allows setting waypoints for movement; characters won't simply follow a straight path. Click once to set the waypoint and double click at the end to execute the move. 1. Use it to move around the enemies threatened space and flank him! 2. It allows a preview of end location options 3. It indicates when foes will gain an AoO. * The Tumble Skill is one of the only combat skills in the game, and is well worth the investment. When forced to move through an enemy's threatened space, tumble will often save the day. The game will make a tumble check and if succeedful denies any chance at an AoO. It's a great way to keep superior mobility during combat and achieving that flank. * Mobility (prerequisite: Dodge) can also help to avoid AoOs, and is the best route for characters with nasty armor check penalties that negate tumble bonuses (check the tumble rating while IN armor). 5’ Step. * Change the point of attack * Create a flanking maneuver. * Take cover away from the enemy. * Change targets on a crowded battlefield See if a 5' step is enough to get a multiple attack fighter next to a foe. This is a free move allowing its use while still getting a full attack. A normal move is a partial action and will leave only another partial at best for the attack; only a single attack is possible. * Get more targets into range for when possibly cleaving. * Get out of melee range without taking an AoO while still maintaining the ability to attack or cast. 1. A mage whose foe has closed in on him. Attempting to either immediately cast or retreat creates an AoO. If successfully attacked while attempting to cast the spell there is ALSO the chance of it being disrupted. However, if he merely takes a 5' step from the foe, no AoO and the chance to cast his spell without interruption. 2. A reach-weapon wielder whose foe has closed in. If there is room to retreat, take that 5' step back. The enemy is still in range from 10' away and, if using an ordinary length weapon, must first step through threatened space again. This creates a free AoO! Mobility on the battlefield: * If leaving battle is required, withdraw. This takes the entire turn but allows extraction from a nasty melee situation without taking any initial AoOs. * Born to run. When foes are more than a full move away and melee is required, running allows 3-4 times normal move distance in a straight line. When in heavy armor, it's a must to get there in time. * Maintain mobility. The AC bonus of heavy armor and a shield might be attractive, but if the tank moves through the battlefield like an 18-wheeler, it isn't worth much. Try to keep that 30' or 20' move. Barbarians and monks, with their speed advantage, have a real bonus here. Dwarves are also able to use their 20’ move no matter what encumbrance they have. Remember also, plenty of spells exist that buff AC (mage armor, barkskin, etc.). D-E-F-E-N-S-E! One character holding off foes means that other characters are free to do other things while the enemy chips away at the well-protected character. Tactics like Combat Expertise, Total Defense, and Fight Defensively are important to boosting defense. This is the main idea behind tank characters: heavy armor & always positioning in the front to draw most of the fire. With the amount of corridor fighting in this adventure, it's a good idea to build up a tank or two. Equip the nicest armor, a shield and buff them up a bit; use them to clog a corridor. Having a lot of HP helps. Dwarves make great tanks. Party, Feat and Skill Tips... Dealing with others: For a ToEE party, it is best to have one character (rogue or bard) be the "talker." Have them deal with the NPCs all the time. Make use of their plentiful, CLASS skill points for "conversation" skills (Bluff, Diplomacy, Intimidate, Gather Information, etc.). Save other party member's skill points for combat options. TIP: Bluff grants you bonuses to the Feint combat move, so it's one of the better "conversation" options. General Non-Spell Casters: * Best combat skills are: Listen, Tumble, & Spot. * Solid combat feats: 1. Improved Initiative, 2. Dodge, 3. Power Attack & Cleave (plus Weapon Focus, Weapon Spec, Greater Spec & Improved Critical for fighters). To get the most out of Greater Cleave, aim at already-weakened enemies to ensure those extra attacks. 4. Point Blank Shot + Precise Shot (for ranged). 5. Spring Attack is a wicked feat for those who can obtain it. The ability to move, attack and move again cannot be underrated, especially for rogue-types. * “Use Magic Items”. 1. Many spells apply solely to the caster. Imagine a rogue with a scroll of True Strike for his next sneak attack! If multi-classing for True Strike, try Sorcerer (base of 4/day, possibility of Daze). 2. You can also use this ability to try to identify scrolls. * Characters with high dexterity & low strength: 1. Make natural artillery. 2. Make good use of weapon finesse. (Hot combination is weapon finesse with rapier.) 3. Combine a high Bluff with Feint and watch a rogue sneak attack without a flank! General Spell Casters: * Best combat skills: Concentration, Spellcraft and Listen, Tumble, & Spot. * Buffing: 1. Mage armor/Barkskin are a wizard's best friend but don’t forget those monks & animal companion's. 2. Magic (fang/vestment/weapon) & the buffing spells are great. You usually can't go wrong with a buff. 3. Enlarge in tight circumstances; using a reach weapon can just about outreach a hill giant. Clerics: * Spontaneously cast either Heal or Harm spells. (Hold down while looking at the spells in the radial menu.) * Sun Domain clerics get Greater Turning, which automatically destroys instead of turning undead (1 use/day). * Improved Turning adds an effective level when turning undead and can destroy weaker undead outright. * Eagle's Splendor increases CHA; turning is based off your charisma score. * Spiritual Weapon: 1. Cannot be hit or damaged. 2. Cannot be overrun. 3. Can be used to create a flanking maneuver. 4. Acts right after the cleric - possibly before the cleric would be able to physically attack anyway. Druids: * Best feats: Spell Focus - Conjuration, Augment Summons, and Natural Spell. * Spontaneously cast Animal Summoning. Bards * Inspire Courage gives a +1 bonus on ALL allied attack rolls (melee or ranged). * Fascinate: 1. High initiative can allow fascination (canceling any action); fighters can then attack after he has 'acted'. 2. Fascinate the big dumb enemy and as long as not directly threatened, he will watch his little helpers die. 3. Combine with trip: surround, trip, beat while he is down, then beat again as he is getting back up. * Bard Spells tend to be illusion based: Suggestion, Scare, Fear, and Daze. These spells can turn a bad situation around very quickly. Mages & Sorcerers: * Toughness adds 3HP and a toad familiar adds 3HP more * High DEX: 1. Hide, Move Silently, and Stealthy feats. It's a big plus to be able to sneak in on a tightly grouped bunch of foes and launch that area of effect spell. 2. Even with a high DEX, mages have terrible BAB, so don't expect to hit all that often, but Precise Shot (Point Blank Shot required) or True Strike can help when using ranged weapons. These also boost ranged spell chances - true strike makes this an almost sure thing. 3. Buffing DEX: (a) Elves and Halflings get +2 to dexterity (elves also get longbow proficiency and Halflings enhance stealth). (b) Spells & items can add up to +6 (+3 to attack rolls). * Craft Wands & Scrolls: Characters without spell-casting ability but good Use Magic scores can use wands and scrolls to increase the spell-slinging capabilities of the team. * Use "Clairvoyance" to look at the entire map at once. * Focus on area of effect spells: 1. Offensive spells like sleep, web, entangle, fog, grease, fireball, confusion, and fear. These turn a large mob into a small one. As an added bonus, the enemies on the edge of a web or particularly a greasy puddle are extra vulnerable. 2. Buffing spells like Haste. This negates the problem of limited movement and you can have your 24+AC without having to move like a snail. * Cast Defensively when in melee; Making this Concentration check allows casting a spell without provoking AoOs from ANYBODY threatening the caster. Unfortunately: If the check fails, the spell fizzles. NOTE: remember to UNCHECK the box if there is no need to cast defensively (prevent spells from fizzling for no apparent reason.) * Charming a few strategically placed enemies into allies can really change the odds. It's like summoning, only better. It has a saving throw unfortunately, but one that low-WIS enemies are quite likely to fail. Use Suggestion on the biggest, dumbest Ogre around, and have it beat enemy artillery into small manageable bits. NOTE: Bards have a very nice selection of charm spells. * Cast to exploit foes weaknesses. Disease & Blind are cool, BUT victims might well save against them. Think logically about what kind of saves foes are likely to have. 1. A big, hulking ogre isn't dexterous or wise (pathetic reflex & will), but he is a hearty brute (fortitude will rock). 2. The assassin is likely to have an unbeatable reflex, but less fortitude. Dual-Wield –vs.- two-Handed: For the most part, a two-handed weapon trumps wielding a weapon in each hand. * A two-handed weapon often takes no feats to use, or, at most, one. * The character gets one and a half times their strength bonus to damage. Dual-wielding typically means: * Penalties to hit, * Multiple feats to be effective (which could be used to enhance your two-handed weapon effectiveness), * Small weapon required in the off-hand * Less damage due to smaller weapons * ½ strength bonus to damage for the off-hand * Requires a full action to attack with both hands. There are some situations where dual wield comes into it's own: * Rangers get the feats for free, so the cost is much lower to them. * Two magic weapons & benefiting from both magical effects. This especially applies to weapons that poison, slow, blind, etc. * A rogue with a high sneak attack. If you can flank an opponent and get a full attack round in, that’s a lot of sneak attack damage. A L8 rogue will get 3 attacks a round in this situation with +4d6 damage on each attack. Even at lower levels you can still get in 2 attacks around (2-3d6 extra damage each.) With rogues normally high DEX and low STR this is their route for combat power - weapon finesse and dual wield. * Two Great Cleavers: Improved Critical & STR buffs cause serious pain!