![]() | Tanks. How to build a Tank: Strip your Warriors and Clerics naked, and examine them to see who has the best defensive qualities—AC, hitpoints, Saving Throws, and resistances, in that order. Whichever one you judge to be the best will be your Tank (although nobody ever said you were limited to just one Tank). Once the victim has been selected, give him all your best equipment, anything that will improve his defensive skills, and while you're at it, give him a good melee weapon, too. Now that you've got this character as close to invincibility as you can, his job is to block the enemies by running right up to them, and staying there. That way, all the bad guys will concentrate their firepower on the one guy that they can't hit, while the other 5 members of your party are happily firing their ranged weapons from a safe distance. Note that even though the Tank is thoroughly offensive in manner, he's actually a very defensive |
| your Tank a whole bunch of Healing Potions to carry around would be a really good idea.) Notice that I'm using the word "archer" to describe every party member who prefers ranged weapons to duking it out; even Wizards and Priests, who cannot use Bows, are considered archers (which is not to be confused with "Archer," the Ranger kit). Somewhere between Tank and archer are the substitute Tanks; if your party is getting low on ammo, 2 of your stronger party members could bring out their hand-to-hand weapons and create a more brawling-oriented party, or if combat gets particularly hairy, run up to stop an enemy that got past your Tank. Substitute Tanks are also very useful when your Tank has taken so much damage that keeping him in the fight any longer would be a real risk, so you have an understudy step up while you perform some quick Healing backstage. | ![]() |
![]() | to memorize it again. That's why you need to keep your Wizards and Priests well back from ground zero, so they don't get hit and lose their spells. By the same token, enemy spellcasters usually aren't standing on the front lines either, and your Tanks probably won't be able to run up to them in time to interrupt their casting, so it's a good idea to have your archers try to take out the enemy's casters before anyone else. I should note that sometimes the game likes to cheat: There have been times when I've hit enemy Priests and Wizards while they were casting, hit them good and hard, too, and yet they still kept right on goin', and still got their spell off. Annoying as hell, when it happens. Of course, sometimes my casters have taken hits during casting as well, and still completed the spell, so even though it's unfair, at least it isn't biased. |
| Characters who can use Stealth are very useful for scouting. They can observe enemy numbers, species, weaponry, etc., and enable you to come up with an attack plan before the enemy even knows they're under attack. A variation on the Steath-scout is the Sniper (Archers are best for this): When scouting, you happen upon a large group of enemies. After observing them, pull back until you can only see 1 or 2 of them, and fire a single arrow at them. The one you shot, and maybe 2 or 3 others, will attack you. Don't go back into Stealth, but instead lead them back to the rest of your party, who will help you tear them to pieces. Repeat. | ![]() |