I gave you some handy tips for Character Creation!
I set you straight on Roleplaying!
Now let’s focus on combat!
Combat
Combat in D&D is its own beast, and there are a lot of things to keep in mind when making decisions. In D&D 4e, the increased complexity can make for longer combats, so staying alert and knowing what to do is important!
- Make a game plan: When a combat starts and as it evolves, you should be making a game plan for how the encounter will be playing out. A few good questions to run through: Is this going to be a tough combat or is it just meant to drain my resources? Is there terrain I can take advantage of? What monsters should I be targeting? Should the party be staying close together or spreading out? Are there certain abilities that are going to be in high demand this combat, such as movement abilities, extra healing, and extra saving throws or bonuses? Being able to answer these questions will play a huge part in what resources you use and which abilities you know to keep track of so you aren’t left floundering when it comes time to act.
- The Three Action Tango: During other players’ turns you should usually be planning the three actions you’ll take on your turn: Standard, Move, and Minor. Obviously, you may need to reassess when your turn comes around since enemies might die or move around, but even a rough plan is VERY useful and will help the game run smoothly. For standard actions, you’re almost always looking at an attack power, so look through your encounters first and see if any are particularly appropriate; there is NO reason to be stingy with encounter powers. If not, turn to your trusty at-wills. If the fight is looking like it will be very difficult, go ahead and pop a daily if it will help the encounter significantly, since many have encounter long effects that will be more useful at the beginning of the battle than later on. For move actions, well, movement is pretty obvious, though keeping in mind that you can swap down to a minor is a good thing to do, especially for wizards who sometimes have multiple effects that they need to sustain. Think about where you’re going to need to move to get the best attack off, avoid dangerous situations, and get flanking bonuses. Finally, always think about something to do with your minor action. This will often mean popping a useful utility power, but it might also mean grabbing a potion or interacting in some way with the environment. Read the rest of this entry »