Party Standard Procedures
Intro
This is meant to serve as a dynamic and growing list of standard procedures for dealing with common situations we're likely to come into.
Ranged battles
When violent encounters take place at 60 ft. or more distance, then we will
Face the cart away from the danger.
Use the Cart for cover.
Person with the highest initiative will call out a primary target. The group will then focus missile file on one opponent at a time until that opponent is eliminated then the person next up in order will select (and call out) a new common target.
Melee battles
When engaged in melee combat we should:
Gang up on single opponents
Protect our spell casters
Avoid choke points were only one or two of us can attack at a time
Use choke points to limit the number of opponents that can attack at a time.
Use height to advantage.
Put our backs to cover to prevent flanking
Use Rogues as snipers when possible
Searches
When searching encounter (or possible encounter) areas, we should
Use detect magic on all encounter areas (when possible).
Spend time sorting/digging through rubble (admittedly time consuming but potentially profitable).
Search EVERY body.
Take 20 as appropriate.
Reconnaissance
Any time we come upon a possible encounter area (destinations such as camp sites, but also unexpected encounters bridges/farms/etc) we should
Take 10-30 minutes to VERY carefully case the area with rogues on foot in a 300 ft. radius around the point.
Use flying familiars to get an aerial view of the area.
Use familiars to relay messages silently over distances
Use hand signals to communicate silently in the immediate area
Conducting ambushes
When conducting ambushes, we should
Make liberal use of caltrops to channel and slow movement
Use spells (as possible) to immobilize larger groups of opponents
Use scrolls and potions as necessary
Use height advantage
Use cover and concealment
Responding to ambushes
When being ambushed, we should all charge a single weak point in the ambusher's lines to get out of the killing area.
Undead encounters
Fighters should provide bodily cover (in a circle or half-circle) to the cleric so that cleric can concentrate on his efforts to turn the undead. We should be able to provide nearly 100% cover to the cleric in this way.
Spell-caster encounters
When combating a spell caster:
The character with the highest ranged attack will ready an action to attack that spell caster when they begin to cast a spell.
The rest of the group will focus on a single target in melee or ranged as appropriate.
Maximize use of cover and concealment
Maximize use of potions and scrolls.
Use the following rules to pick targets
If the targets are…
Then we should…
headed by a single power creature (i.e., Ogre Mage and several Hobgoblins)

take out the powerful creature first
all equal and relatively weak (i.e., six goblins)

take out individual targets all at the same time
all equal and relatively tough (i.e., three Ogres)
pick one target at a time and focus all attacks on that creature until it is taken out. Then move on to the next target.

Rally points
If we're chased to the four winds, the group should try to regroup approximately one mile back down the road. Or, in the case where there is a friendly nearby town, at the town common.
Page last updated on 03 October 2001.