Creating more rules to encourage new behaviour is not always necessary. It’s easier to model the behaviour by having opponents use the ground tactically, or to engage as a formation.
You miss out on some things magic users can do in a fight that make a big difference. They can throw a flask of oil and light the pool on fire to create an obstacle to protect the fighter’s flank or keep opponents from getting past them. They can throw a net over opponents to disrupt their formations and stop one from attacking. They can throw daggers at opponents (because they can’t use bows in most games).
But how do you convey this to the players without them feeling railroaded? Maybe just letting them see enemies apply them so the think it’s their ideas when they ask, “Well can’t we do that too?” 😈
Creating more rules to encourage new behaviour is not always necessary. It’s easier to model the behaviour by having opponents use the ground tactically, or to engage as a formation.
You miss out on some things magic users can do in a fight that make a big difference. They can throw a flask of oil and light the pool on fire to create an obstacle to protect the fighter’s flank or keep opponents from getting past them. They can throw a net over opponents to disrupt their formations and stop one from attacking. They can throw daggers at opponents (because they can’t use bows in most games).
Be careful with your overuse of "kind of" as it comes across as you lacking confidence in the ideas being proposed.
But how do you convey this to the players without them feeling railroaded? Maybe just letting them see enemies apply them so the think it’s their ideas when they ask, “Well can’t we do that too?” 😈
Overall I'd just let them know these rules up front like they're part of the overall combat rules.