Posted March 04, 2016
Here are a couple combat tips:
1. If you get hit while casting a spell, you lose the spell, and it will no longer be memorized. If, instead, you wait and get hit, you won't be able to start casting the spell, but you will still have it memorized. Hence, if you don't want to risk wasting the spell, you can have your spellcaster wait; if you still haven't been hit, the enemies will not have a chance to hit you while you're casting the spell. Also, note that spellcasting items (such as wands) can't be disrupted the way spells can, but remember that they only have finitely many charges, so save them for non-trivial battles. (Or duplicate them and use them as your main attack, but I don't think that was the intent of the designers.)
2. When you move away from an enemy, the enemy gets an attack of opportunity. If the enemy has not yet acted, the attack counts as the enemy's action for the round. This, obviously, can be exploited for great effect if you get the initiative (one reason why DEX is so useful in these games); have a low AC character go near a spellcasting or fire-breathing enemy, then have the character retreat, and the enemy will not be able to cast a spell or breathe fire this round.
1. If you get hit while casting a spell, you lose the spell, and it will no longer be memorized. If, instead, you wait and get hit, you won't be able to start casting the spell, but you will still have it memorized. Hence, if you don't want to risk wasting the spell, you can have your spellcaster wait; if you still haven't been hit, the enemies will not have a chance to hit you while you're casting the spell. Also, note that spellcasting items (such as wands) can't be disrupted the way spells can, but remember that they only have finitely many charges, so save them for non-trivial battles. (Or duplicate them and use them as your main attack, but I don't think that was the intent of the designers.)
2. When you move away from an enemy, the enemy gets an attack of opportunity. If the enemy has not yet acted, the attack counts as the enemy's action for the round. This, obviously, can be exploited for great effect if you get the initiative (one reason why DEX is so useful in these games); have a low AC character go near a spellcasting or fire-breathing enemy, then have the character retreat, and the enemy will not be able to cast a spell or breathe fire this round.