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 Rules of Engagement.

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Elífré
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PostSubject: Rules of Engagement.   Tue Oct 20, 2009 6:08 pm

I've been planning on posting the Rules of Engagement, hereafter refered to as the RoE, for some time now. However, before they're posted in the Rules section, I'd like to get some feedback. Please keep in mind that these are completely optional, and designed to help groups survive tough dungeons or make easier dungeons run more smoothly. When they're finished and reposted in the Rules section, following them will be up to the leader of the group, though I do suggest that everyone take a look at them and try them out at least once to see how it works out for them.

First of all, -know- your role. A character optimized for tanking should tank for the party. This can involve running in with a tower shield and drawing the attention of the monsters, or could just be a result of a high AC and Intimidate score. If you're not set up for tanking very well, I'd recommend not trying unless there aren't any better options. Healing specialists should of course heal, and damage classes should wait for the tank to draw attention before attacking.

Secondly, for those harder monsters, focus your attacks. If the tank can tie up ten enemies at once without much trouble, you probably shouldn't all run in and attack different targets. The tank could quickly lose aggro, and the healer will likely run out of SP trying to keep the group alive. Instead, make a decision to focus on either a single huge enemy that's giving the meatshield trouble, or attack somewhat weaker enemies that will eventually wear the tank down. This latter method should probably be done in the case that the strongest enemy is also designed to take quite a beating, and could take a long time to kill even when focused on.

Thirdly, pay attention to the leader. No, I'm not refering to the tank, but rather the leader of the party. If he or she would like you to remain cautious, perhaps because of a trap ahead, go ahead and stop moving until you decide on a course of action. This can help even in dungeons that have a time limit, since if you're rushing the dungeon without thought, you're likely not going to succeed anyways.

Fourth of all, it's usually a good idea to have a jack-of-all-trades in the party. This could be a Bard who can heal, buff, fight up close, or use a bow depending on the situation, or it could just be someone with balanced stats and versatile gear. If the healer is running low on SP, they can help take some of the burden off of their shoulders by healing some of the less hurt members. If there's an enemy that's out of melee range with no quick way to get to it, they can help ranged specialists by whipping out a bow or crossbow.

Fifthly, if you have someone who's run a dungeon before, but the rest of the party doesn't know what they'll be facing, -listen- to them so that you can be prepared. This could be an instance where there are a lot of skeletons in a dungeon where the quest giver isn't expecting them, or a lot of traps that the Rogue should keep an eye out for. Casters that can easily switch out their spells, such as the Wizard or Cleric, can also help the group by bringing along the best spells possible.

Sixth of all, if you're having trouble with a dungeon even with all of the previous rules being observed, consider having someone pull a few of the monsters at a time. Shooting them with a bow or casting a spell from range probably won't work, though, as it's likely to draw the attention of a lot of the enemies, or more likely all of them. Instead, try having the rest of the group some distance away, perhaps twenty feet back or around a corner, while one person carefully walks ahead, grabs a few enemies, and runs back to the party. In some cases, especially if they're grouped together, allowing yourself to be heard while sneaking may work better, as it will cause a few of the enemies to slowly break away from the group and walk around, looking for the hidden person. Just carefully walk away from the enemies, and once they're far enough away from the rest of the group, unstealth and run back to the party.

Lastly, if you've tried all of the above and are still having problems, consider waiting a level or two before attempting the dungeon again. This is especially important for what I call 'insanity quests', where there may be very few or perhaps no rest shrines around, or there may just be way too many enemies between you and the campfire. I've found this to be particularly true with the House Jorasco quests, so I recommend proceeding with caution if the party is below the level of the quest.

If anyone else has any ideas, suggestions, comments or criticisms, please post them here so that we can refine the RoE and help out the guild on those tough quests.
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PostSubject: my initial thoughts   Tue Oct 20, 2009 6:47 pm

interesting to read through. nicely written syss. i would also like to add that one should always keep an eye on the other members of the party no matter what your role in the party is. this will often make the party run smoother as it will then take shorter time for everyone in party to adapt themselves to the party. and i know it´s not always easy in hectic battle situations but always keep an eye on the party chat. communication is key! Smile
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PostSubject: Re: Rules of Engagement.   Tue Oct 20, 2009 7:04 pm

Good idea, Jag. I'll be sure to add this in for the final version. If anyone else has any suggestions, please, feel free to contribute!
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PostSubject: Clerics   Sun Oct 25, 2009 5:28 am

Although clerics are often the leaders of parties, sometimes there are others who have run the quest many more times than them, or perhaps a cleric is leading a party into a dungeon for the first time. In this case you would follow the more experienced "Dungeon Leader" I call them, but left ultimate authority still to the Party Leader. Another thing, Cleric/Party Leader Commands supersede even the "Dungeon Leader's" orders. Clerics commands are not optional if you want to live. (GET TO THE CHOPPER!)

Never leave your cleric behind. They are typically the slowest characters in the game. You must understand that they don't have time to look at the map and find more things to kill like a warrior might frequently do. They are concerned about your health first and foremost. So don't abandon them and please show them the chests if they miss one. You know why? A cleric is a selfless individual and you should never make them suffer for being such. Give your cleric a helping hand and make sure they know where they are going if they get lost. Support your cleric as much as he/she supports you.
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Elífré
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PostSubject: Re: Rules of Engagement.   Mon Oct 26, 2009 2:00 pm

Mehdik wrote:
Although clerics are often the leaders of parties, sometimes there are others who have run the quest many more times than them, or perhaps a cleric is leading a party into a dungeon for the first time. In this case you would follow the more experienced "Dungeon Leader" I call them, but left ultimate authority still to the Party Leader. Another thing, Cleric/Party Leader Commands supersede even the "Dungeon Leader's" orders. Clerics commands are not optional if you want to live. (GET TO THE CHOPPER!)

Never leave your cleric behind. They are typically the slowest characters in the game. You must understand that they don't have time to look at the map and find more things to kill like a warrior might frequently do. They are concerned about your health first and foremost. So don't abandon them and please show them the chests if they miss one. You know why? A cleric is a selfless individual and you should never make them suffer for being such. Give your cleric a helping hand and make sure they know where they are going if they get lost. Support your cleric as much as he/she supports you.

While there are a few things I disagree with, particularly when it comes to alignment and the reasons why your characters act the way they do (I myself have a Neutral Evil Cleric, who can -really- be Evil when I feel like roleplaying), there is one thing that I strongly agree with. Healers of any class and alignment are often required to pay sole attention to the health of the party and their locations in order to keep people alive. However, I believe that this should be mentioned elsewhere and possibly as the first of the Defining the Roles topic.

One rule that will be added to the RoE is listen to everyone in the party, and communicate often. That doesn't mean stop doing your job in the middle of a battle to type that there's a big ogre coming after you, but this is perfectly acceptable should you use voice chat so long as it can be heard by everyone. For those members of the guilds who type out their messages, I propose a shortcut: should you be under attack and need help, simply type 'x'. If you would just like everyone to stop and come to you right away, type 'z'. One characters messages that have predetermined meanings can save a party, whereas two full sentences explaining exactly what kind of monster is after you could get yourself and the party killed. Communication also means that if anyone in a party is familiar with a dungeon, -listen- to them. This does seem a little obvious, but I can remember several times when my advice was ignored in pick-up groups, and the party was wiped out shortly afterwards.
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