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what thats broken, yeah im lvl 4 first zone
yeah from what ive seen so far the entire game is basically movement
Until level 5, it is about "survive and gain exp by any means possible", after lvl 5 its steamroll.
As soon as you get fireball on mages and understand how multiattack on fighters work the difficulty is basically no more.
I don't use any cheese either, no stealth abuse, no barrelmancy or stuff of that nature, I just play to my class strength and try my best to use the party in a way that plays off each other. It really helps that sorcerer can twin cast haste however.
+ i forgot to add that you also can get 2d illitid ability which is called luck of something - guarantee crit chance after ussual roll - after every long rest you literally can crit anyone once = boss.
bear in mind that you melee weapon bonus crit with everything youv got- so weapon damage gonna crit. 1-4d fire enchant also gonna crit. something like poison also gonna crit. Now imagine you have 2 melee that can hit 4-6 times with haste and also have that ability = gg.
just wait for lvl 5.
you also wont affect game ending/your look just by eating 2 illitid parasites.
I really like the fantasy of spells like Hold Person or Tasha's Hideous Laughter, but the only chance I actually got to use them was for "fun" when I was already winning and cleaning up. And even that felt like a waste of resources, because its usually a 60% chance the spells will do their job or you just lost a turn. You usually can't afford the latter on Tactician.
So the best strategy is the one which either lets you (or forces them) make multiple rolls for the cost of a single action, or just straight up works without rng. At the same time you want to make them waste their actions on things that don't kill you, like movement.
The only thing that I found that works reliably is running away into some sort of a chokepoint, dropping slows/blinds/silences behind you, making enemies walk through all that and not being able to hit you while you stand at the edge of your crap field and finishing them off before they reach you. You can use your STR characters or a Warlock to push enemies back if they get too close and use line of sight if they have multiple ranged options.
So basically only things like Spike Growth, Darkness, Hunger of Hadar, or similar for control and your big aoe hitters like Fireball, Wall of Fire, etc.
A well placed upcast Command spell can also come in handy if you get completely surrounded. It's actually ironic that Command is usually a superior version of CC compared to most other abilities since you can target more things earlier due to upcasts.
So that works really well. Too well actually, so it kinda trivialises fights. But the alternative is to pray to rng and/or chug speed potions.
Too bad everything else feels completely inferior to straight up damage. Enemies being dead is the best crowd control. Also you probably shouldn't bring a full healer like a Life Cleric. Enemies being dead is also the best form of healing. I respeced my Cleric to Light, so she's throwing out Fireballs after she casts Bless and Spiritual weapon. Some healing does come in handy if you can do it with a bonus Action and have extra healing trinkets, but the optimal way to heal is with throwing Healing potions outside of combat and short resting, because nothing will outheal 3 enemies focusing one of your party members.
If you still aren't able to win fights with that you can try thinning out the herd with something like Minor Illusion to lure enemies to ledges and pushing them off the cliff with your STR character while in stealth.
Regarding ambushes, a neat trick is to enter stealth once you see your party all failing perception checks and looking around the map for creatures. Most of them aren't invisible, so you can ambush them back.
While all of that feels kinda cheesy, I haven't found another way to beat content on Tactician, so I stick with that.
If I ever play this game again, it'll have to be with someone less experienced, on Balanced difficulty and letting them do most of the decisions, while I can roleplay as a class that can actually make use of most of their spells in some meaningful way without risking a wipe on every turn.
1) Don't always (actually almost never) take the direct path when you see a hard encounter coming up. There is usually an indirect path that allows you to get the high ground etc.
2) Engage the encounter with one stealthed character delinked with the rest of the party also in stealth. They will be surprised and you can then carefully move characters into the best positions.
3) Summoned creatures and weapons are also buffed in tactician and you can use them easily to distract a number of enemies while you kill the rest.
4) Make sure you utilize the action economy, one you get a few classes with extra attack you can snowball hard. Also potion of speed or potion of bloodlust can be huge.
In short: use the advantages that the game throws you.
A lot of them have odd values, which are useless. There is no difference for example between 16 or 17 INT, you you can stick to 16 and respec again later if you find some +1 gear. A wizard also probably doesn't need 10 STR which can be lowered to 8, which then maybe lets you stick 2-4 extra points of DEX that improves your AC, or even CON for extra Concentration interrupt resistance.
My Tempest Cleric/Storm Sorcerer, managed to one shot the Spectator boss in 1 turn ending the encounter before it ever started. All it took was a bottle of water, and a decent initiative.
Just be sure your respecing your companions, and at least fixing there ♥♥♥♥ stats distribution, and changing the classes when needed. don't be afraid to min/max a bit you'll probably need it on tactician. Knowing 5e helps alot...
Well because for some it is easy.
For me it is easy too, just tiresome and grindy - I run an assassin Drow + heavy crossbow, which means my Sneak attack deals between 11 to 35 damage per shot. And a shot agaisnt a surprised creature is always a critical hit. So image that I can deal to around 30 to 90 damage (so around 60 on average) before the enemy has a chance to move. And because I can hide every time I do Sneak Attack, it means I do around 20 damage per turn without any retaliation.
If you're in a difficult fight and you feel like you're losing straight away, try doing what you can to stay in the fight as long as you can. Then when you re-load you're gonna have a much better plan for what ''not'' to do, and you will know what kinda spells your enemies have and their positioning.
Git gud
But seriously, if you find it frustrating then knock the difficulty down. No one is forcing you and your coming here to whine about it which makes you look like a doofus.
Also a lot of the advice here in this thread is right on, correct party comp of classes that work well together + some tactical thinking pretty much covers everything.
Im doing a normal run right now with a paladin 2hander oath of vengeance, the barbarian tiefling as my tank (she has a flail that heals her + a shield since my mc covers 2hander) backed up by shadowheart and gale. None of them are multiclassed.
At level 5 the game has gotten pretty faceroll.
Im looking forward to my next playthrough on tactician but am going to finish this first one as is, normal with no karmic dice and no save scumming.
TLDR: if you whine expect to be told to git gud ;) its the correct response
From my perspective people want to be good players, even when they are not.
So instead of thinking "gosh, I am a bad player if I can't beat normal difficulty", then prefer to defend their egos and think "I am a GODLY player, with a GODLY skills, EXPERIENCED, AWESOME, etc, but this games is just too hard, they need to make it easier, because I lose, and we know I can't, because I'm so AWESOME".