There is an old saying one of my martial arts instructors taught me when I was young; soft on hard, hard on soft. The idea was that you need to match the type of strike to where you're hitting your enemy, otherwise you're going to do more damage to yourself than you will to them. The stomach is a soft target, so you strike it with a fist for a hard blow for best effect. The head is a hard, rigid target so you should use a softer blow like a palm strike instead of a punch so you don't shatter your knuckles on your opponent's skull.
What does that have to do with gaming?
We've all had those moments in our games where we've run face-first into a wall. Where the enemy's armor class was too high, their strength too great, their damage resistance too big, or their movement speed too fast. When you come up against one of these challenges, you've basically got two options; throw up your hands and admit defeat, or switch tactics to strike at their soft spots.
|Dammit, parried AGAIN?!|
I'll be talking about Pathfinder here, but the basic theory can be applied to almost any game. All you have to do is ask, "What is this enemy bad at defending?" and that should be the first step of your strategy.
A High Armor Class Isn't As Unstoppable As You Think
|Take your shot, there's a 20 on that die.|
High Saving Throws Aren't Unassailable
|Parry this, ye blasted casual!|
Other Issues You May Need To Counter
The Game is Always Multi-Dimensional
|I try not to play favorites... but if you were going to pick one, I'd recommend this one.|