Ok, I added a little blurb about this in the strategy section (point #9).Mack wrote:One thing to add is to ask at the start of the quest ask who has the most hp and who has the highest magic resist to tank caster mobs. If it is a melee with 80 magic resist or someone with 100 magic resist the 100 magic resist should prolly tank the casters and let melee handle melee.
Group Combat Guidelines
-
- Admirable
- Posts: 103
- Joined: Fri Aug 26, 2011 3:24 am
Re: Group Combat Guidelines
-
- Admirable
- Posts: 103
- Joined: Fri Aug 26, 2011 3:24 am
Re: Group Combat Guidelines
I don't have a strong opinion either way. It would seem that, with five character slots, most players will have use for most magical items that you're likely to encounter in a quest. That or if someone really wants an item they could just say that they need it.Vincent Tel'Imoen wrote:I personally believe that should be a preference given to — in descending order — a character that can directly use an item, a player that can directly use an item, a player that has not received an item yet and then everyone.
But, like I said, I'm OK with whatever the consensus is.
Re: Group Combat Guidelines
This is a great list and I learned some things. I make no bones about the fact that I'm a terrible group hunter. Hours and hours and hours of solo play builds deep habits. I have trouble effectively healing, even though all of my players have healing and mage skills. I've never taunted, although I'll try to learn. So why do I even go on a quest? I should avoid them like the plague for the sake of my players and the other questors. I go for the story. The only effective role I can play is roleplaying- adding to the story and fun and telling the story afterward.
Obviously, I think rule 10 is the most important rule. And not just because I'm the guy who needs your patience. The quests that get remembered are the ones that are fun and funny. Realizing my lack of group skills or uber-power character specialists, I try to make sure my incompetence is more likely to kill me than others, but I'm sure that isn't always the case. Homer's series of obituaries stem from an epiphany I had that I was taking death and winning too seriously, and decided to embrace the fun of getting whipped. My point is to not take the whole thing too seriously, for the sake of your own fun and everyone elses. On the other hand, Homer never commits suicide. He does everything he can to play things smart and he will try hard to follow the rules when he's on a group quest. However, when he gets killed or someone screws up- he and I will do our best to see the fun in it.
Penn-Hedley might be another case. Watch it if he is on a quest with you- part of his story is doing something stupid from time to time. Try not to be too close when he does.
If I ever am on a quest where winning takes over from fun and mistakes are not tolerated, I am out of there in a heartbeat, because I will be nothing but a burden.
Obviously, I think rule 10 is the most important rule. And not just because I'm the guy who needs your patience. The quests that get remembered are the ones that are fun and funny. Realizing my lack of group skills or uber-power character specialists, I try to make sure my incompetence is more likely to kill me than others, but I'm sure that isn't always the case. Homer's series of obituaries stem from an epiphany I had that I was taking death and winning too seriously, and decided to embrace the fun of getting whipped. My point is to not take the whole thing too seriously, for the sake of your own fun and everyone elses. On the other hand, Homer never commits suicide. He does everything he can to play things smart and he will try hard to follow the rules when he's on a group quest. However, when he gets killed or someone screws up- he and I will do our best to see the fun in it.
Penn-Hedley might be another case. Watch it if he is on a quest with you- part of his story is doing something stupid from time to time. Try not to be too close when he does.
If I ever am on a quest where winning takes over from fun and mistakes are not tolerated, I am out of there in a heartbeat, because I will be nothing but a burden.
-
- Upstanding
- Posts: 36
- Joined: Mon Oct 10, 2011 1:23 pm
Re: Group Combat Guidelines
My biggest draw to quests is an involvement in WoD's narrative — devised and then recounted by much better story tellers than I — and the chance to play with players I might not usually do so. The first time a Seer's character talked to me or someone mentioned Vincent in an FH post were far more satisfying than any other aspects of the "game". There are far better ways to get gold and magic items and avoid death than quests.
Heck, if I were a Seer and I saw such a highly organised group, I'd be tempted to use some of my powers to make sure they didn't stay that way . Maybe that's why I'm not a Seer…
Heck, if I were a Seer and I saw such a highly organised group, I'd be tempted to use some of my powers to make sure they didn't stay that way . Maybe that's why I'm not a Seer…
Re: Group Combat Guidelines
Wonderful posts! Thanks Joram for all the great advice and things to think about! I know I was one to run ahead then panic and train the mobs back to the group when I first started playing. I was totally unaware of military rules of combat. I think we can all learn from these suggestions but I also heartily agree with Chuxton:) My favorite recollection is sitting in Penn Hedley's classroom listening to him botch everyone's name retelling war stories! What absolute fun it is to know someone is watching and so very able to recount the big picture of our mad and glorious adventures!
Who is online
Users browsing this forum: Ahrefs [Bot] and 0 guests