Combat Strategems by Intelligence

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Combat Stragegems by Intelligence is a list of combat design parameters that determine which weapons, formations, coordinated actions, fortifications, siege engines and forms of magical support a group of combatants can employ. These parameters establish the sophistication of the group's preparations and fighting methods, giving the dungeon master a repertoire appropriate to the minds directing the fight. This page discusses only battle tactics involving employed weapons, excluding tactics that relate to a creature's natural bodily weapons.

It is presumed that tactical methods and the availability of weapons are limited by a creature's intelligence. Making a weapon requires an understanding of its construction, while employing it effectively requires an understanding of its use. Coordinating groups with different weapons demands an understanding of how their actions support one another. More demanding stratagems require combatants to anticipate an enemy's response and organise their own actions accordingly. Intelligence also limits the construction of defences, devices and vehicles, each of which makes further strategies and tactics possible. Higher intelligence creatures possessed of skill in Instruction can enable creatures of less intelligence to use a better weapon, as will be explained; but it would still require sufficient knowledge, skill and ability to make that weapon at all.

It often happens in play that a DM's ability to conceive of a weapon's use is treated as sufficient reason to place it in a creature's hands. Goblins, designated as having an intelligence of 5 to 7 in the original Monster Manual, may consequently be equipped and organised according to the DM's understanding, without regard for their own. The intelligence assigned to the creature then ceases to impose any meaningful limit upon its military capabilities. The structure below establishes those limits, requiring the choice of weapons and stratagems to reflect the intelligence of the creatures employing them. This further requires the DM to understand intelligence itself and portray the capabilities associated with each score, from the limited understanding of a creature with an intelligence of 5 to the exceptional understanding of one with an intelligence of 18. These differences must govern how capably creatures prepare for and conduct combat, with creatures below intelligence 5 unable to use weapons at all.

Interpreting Intelligence Scores

The intelligence scores already assigned to creatures and required for character classes provide the starting point for this structure. These numbers establish differences in mental ability, but leave much of their practical meaning for combat unexplained. Calling a creature's intelligence “low” or “average” gives the DM little guidance about which weapons it can make, which preparations it can undertake or which actions it can coordinate with others. The purpose here is to interpret those existing scores as concrete capabilities that can be applied consistently in play.

The numbers must therefore be examined alongside the abilities attributed to those who possess them. If a creature with a given intelligence habitually employs a particular weapon, that association provides evidence for placing the weapon within its capabilities. If a character class requires a minimum intelligence, that requirement supplies another point of reference for the understanding needed to practise its abilities. Neither tells us everything by itself. Together, however, such associations allow us to establish limits and compare the demands of one capability with another.

A group whose members throw a weapon before advancing into hand-to-hand combat follows a common sequence. A group that maintains separate missile troops and melee fighters must understand different continuing responsibilities and how those responsibilities support one another. The second arrangement demands more than the first, even where both groups possess the same weapons. Intelligence must account for the organisation of their employment as well as their individual use.

Construction introduces further distinctions. Knowing how to use a bow does not establish the ability to make one. Recognising the advantage of an elevated firing position does not establish the ability to construct a platform that will safely support archers. Each capability must be considered according to the knowledge and understanding it requires. Weapons, coordinated actions, defences, devices and vehicles therefore need their own places within the structure, rather than becoming available together under a broad designation such as “intelligent combat.”

The resulting thresholds are rulings derived from the existing game, with the supporting inclusion of sage abilities, rather than a claim that the original intelligence descriptions already contain this complete system. Where those descriptions provide a clear point of reference, it will inform the placement of a capability. Where they leave a gap, a placement must be inferred by comparing its demands with those of capabilities already established. Those inferences must remain consistent across the table: a more demanding method cannot reasonably become available before the simpler understanding upon which it depends.

Instruction

Leaders and instructors with a higher intelligence can improve the tactical and practical combat skills of those subordinates they influence, enabling them to employ weapons and stratagems beyond those normally available at their own intelligence. This improvement originates from the leader's direction or instructor's teaching — and once acquired, that knowledge is retained by the lower intelligence creature without that creature's ability score being affected.

Leaders and instructors can teach weapons and stratagems whose intelligence requirements do not exceed their own intelligence. Teaching reduces the intelligence required to acquire each capability by one point for every four points of the teacher's intelligence, discarding fractions. This reduction is applied to the capability's normal intelligence requirement, rather than to the teacher's intelligence. No reduction permits creatures with an intelligence below 5 to use weapons (excepting the fighter character class, the intelligence of which can dip to 3 points).

For example, an intelligence 10 instructor can reduce a capability's requirement by two points: a capability normally requiring intelligence 10 can be taught to a creature of intelligence 8, one requiring intelligence 9 to a creature of intelligence 7 and one requiring intelligence 8 to a creature of intelligence 6. The instructor cannot teach capabilities requiring intelligence above 10. Likewise, a creature with an intelligence of 7 would only be able to reduce a capability's requirement by 1, teaching a capability requiring intelligence 7 to a creature of intelligence 6, or one requiring intelligence 6 to a creature of intelligence 5.

The sage abilities needed to accomplish this feat are recognise characteristics and give proficiency.

Intelligence: 5

Weapons include the club and spear. This includes the making of such weapons; however, they can be employed exclusively in melee combat, not as missiles. Sensibly, the creature understands a weapon merely as an extension of its own bodily force.

The employment of mob tactics — a collective rush at an enemy — reflects an understanding that approaching danger together helps overcome fear. It also presents the enemy with several immediate threats, dividing its attention and limiting its ability to concentrate upon any one attacker. The rush may overwhelm the enemy or induce it to flee. These advantages make mob tactics useful in both hunting and combat without requiring separate roles or complex coordination.

Intelligence: 6

Weapons include the addition of the stone axe, the stone knife (1-3 damage), the quarterstaff, bo stick, jo stick and the javelin. Additionally, the combatant can employ a "stone" as a thrown weapon, but not in melee.

Hurling the javelin, club, spear or stone permits the introduction of a "missile-led assault," in which each member of the group throws ready weapons (a stone at the bare minimum) before closing into according the practice of mob tactics. This added sequence permits attacks at a greater range before closing, permitting the group to give ground, reacquire weapons to throw from a cache and re-engaging, rather than strict melee fighting until fleeing for survival.

Sage abilities: foraging, on guard, scrambling.

Intelligence: 7

Primitive Bow (range in hexes)
Weapon Point
Blank
Short Medium Long
primitive bow 2 3-12 13-22 23-32

Weapons include the sling, dart and the primitive short-bow, each of which can be "fired." This bow suffers from an impaired range and resiliency, so that on fumbles, the chance of breaking is 1 in 4.

The missile screen moves a portion of the group first in a combat, stepping forward from the group just two or three hexes, unleashing their bows, darts or slings before withdrawing; the others rushing forward with hurling or mob tactics. Once the initial volley is fired, the missile weapons are laid aside so that melee weapons can be taken up before joining the others.

The ambush incorporates the group concealing itself beside an expected approach, waiting until the enemy is close enough before attacking. Then the missile screen above is employed, with the group then rushing into melee together.

Notes

Intelligence 8: short axe, hand axe, short hammer, dagger, mace, maul, godentag and standard short-bow. This establishes relatively straightforward metal weapon heads and short blades, together with improved bow construction.

Intelligence 9: battle axe, longbow, bola, staff sling, morning star, glaive, short sword, broad sword and trident. These introduce more demanding blade construction, multiple striking or catching features and greater control over a missile's release.

Intelligence 10: ankus, flail, horse flail, guisarme, halberd, pike, lance, scimitar, long sword, warhammer and whip. Here the demands include specialised hooks and striking surfaces, flexible weapons, extended reach and mounted employment. The pike's placement reflects its employment as a military weapon, including the coordination that makes its length useful.

Intelligence 11: light crossbow, heavy crossbow, corseque, bastard sword and two-handed sword. Crossbows introduce a constructed mechanism for holding and releasing the shot; the swords require the manufacture and handling of substantial blades. The corseque belongs here provisionally as a specialised, multi-bladed polearm.