Low magic: any amount of magic presence between real-world and Lord of the Rings amounts.
More tactical: players do what works. For example, in Battlefield 3, players charge straight into enemy territory hoping to pull the trigger or knife faster than their enemies. Stupid, but it works. You'll get this behavior in D&D as well, so long as it works. So +1 to Niji: use tactics on the players first. Make them wonder if there's a Better way.
One way to do this is to give them an overwhelming opponent, who has a weakness. Like, Hhorvath the giant wears impenetrable armor over his whole body, except for his head. So when you trip him, his head becomes reachable. And since he'll be strong enough to resist trips, the party will have to assist their best tripper, instead of making useless attacks. (Hhorvath wears a Buckler of Arrow Protection, conveniently enough.)
Tactics can take several levels, too:
Personal: create conditions that make defeating your enemy easier, or increase your survivability. Disarm him. Blind him. Stay outside his range. Keep your guard up until he's vulnerable (full defense until he drops his guard).
Warparty: get your team to help out. Flank enemies. Lure into ambushes. Watch each other's backs. Use complimentary weapons (missiles in back, polearms in the middle, tower shields in front).
Battlefield: every fight occurs on a battlefield (unless you're one of the weirdo psions). Take higher ground. Use cover. Put obstacles in the enemy's way. Fight in the dark, if you can still see.
Information: the best fight is the one you can win without bloodshed. Talk your enemies down. Pay them off. Get them to fight your enemies for you. Hold their children hostage.
So, Shamblez, maybe you can get your co-players to try a different type of tactic, if one or more don't work.
Michael T
-Heinrich smiles. Cynthia smiles. Hermit attacks!
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