Dodge vs. Disengage

Post/Author/DateTimePost
#1

nightwalker450

Oct 03, 2014 11:57:46

So during my last game I stumbled upon some maths, so I thought I'd post them here after doing my calculations.

 
#2

Leugren

Oct 03, 2014 12:16:11

Here are some important provisos: 

 

  1. Disengage is by far the more useful option if you have at least one hard-hitting ally adjacent to the creature or creatures that you are trying to disengage from.  Most of the time, the monster will not follow you if doing so means that it would eat an OA from one or more of your allies.  If it does decide to eat an OA by following you, then great, because now it's that much closer to death.  
  2. Disengage is by far the more useful option if you have a higher movement rate than the creature or creatures than you are trying to disengage from.  This makes Disengage particularly useful for characters like wood elves, barbarians, wildshaped druids, etc.

With that stated, I agree with you that trying to disengage a creature which has none of your allies adjacent to it, and which has the same or a greater speed than you, is a pretty bonehead move.  You're basically just wasting your turn. 

#3

Timborama

Oct 03, 2014 12:48:14

When is disengage better? When you can hide behind the fighter. He can either be already adjacent to the monster, or he just has to be close enough so you can put him and you between the baddie. Why? 0% chance to get hit is better than 25%...

 

(but obviously if one is a bonus action and the other an action, you should probably do the one that's a bonus action so you can still pew pew away on your turn)

 

But that's a very neat strategy!

#4

UngeheuerLich

Oct 03, 2014 14:54:16

Disengage is useful if you have allies that can close the gap behind you.

 

Disengage is a misnomer, as you can use it to maneuver into the battle without taking opportunity attacks from creatures you ignore, and which your allies will occupy.

#5

FrogReaver

Oct 03, 2014 23:17:47

How figure disengage chance of being hit?

#6

Plaguescarred1

Oct 04, 2014 7:46:04

Dodge may be a better choice when you have no where to move to if you disengage due to terrain or creatures blocking you.

#7

nightwalker450

Oct 06, 2014 8:23:34

FrogReaver wrote:
#8

BW0222

Oct 06, 2014 10:41:12

The moral of the story appears to be... Don't run away unless you have some place to run.

 

Disengage

* You have almost no hit points remaining. You simply can't take another hit.

* You have the option of receiving healing, aid from another party member, defensive/buff spell, etc. before your opponent closes -- say, running to the cleric for a heal, running near the wizard for an invisibilty spell, etc.

* You have the option of moving behind another PC or another PC is shortly after you to initiative to move to block.

* Your opponent is not terribly intelligent and there is something else nearby which it might attack.

* You need to pull away (or move through) multiple opponents drawing lost of opportunity attacks. For example, you are a rogue trying to get past a bunch orc guards to the shaman in the back.

* You are moving somewhere where they may not be able to follow you. Into darkness, across a narrow rope bridge, swimming, jumping across a pit, climbing a rope, flying away, etc.

* You are really fast and/or they are slow. Expeditious retreat, a high-level druid moving through thick plants, you have a bonus dash action (say rogue).

* You have some type of action left over to keep folks from following you. A rogue using disengage as a bonus action, moving out of view and then hiding or casting sleep or something.

* You have some type of tactic which provokes an opportunity attack. For example, pole arm master. You disenage, move. The move, you get an attack, they get an attack.

 

Defensive

* You are low on hit points and can likely take the hit.

* High AC. So far, they haven't been able to hit you.

* You aren't fleeing to a place of safety and expect them to come after you.

* Your primary goal is stalling. Waiting for other PCs to do damage, waiting for spell effects to where off, etc. Your main goal is to stay alive until something else happens.

* You want your opponent(s) to waste their opportunity attacks. For example, a high AC fighter draws several opportunity attacks in order to allow a wizard to get out of melee or a monk to move past the opponents to attack the shaman in the rear.

 

Shove

* You have a reasonably high strength and your opponent doesn't.

* You have a number of attacks to attempt this.

* You have multiple attacks and a reach weapon. I.e. move them 5', attack attack normally, and then move away.

* Your movement is about equal and that 10' may prevent them from getting to you.

* You don't need to move past multiple opponents.

 

Trip

* You have a reasonably high strength and your opponent doesn't.

* You have a number of attacks to attempt this.

* You are willing to accept that you might be hit.

* Your opponent doesn't have a supper high movement, such that standing will typically eat up half their movement, preventing them from reaching you.

* You don't need to move past multiple opponents.

 

Just take the Attack

* You have a reasonable AC and enough hit points to take a hit if necessary

* You really need that action where you are moving -- to get a big spell off, to get someone else off another party member, etc.

* You aren't facing mulitple opponents

* You (or the party) is fleeing and you are just going to take dash actions and move to safety.

 

 

(Reply to #7)

FrogReaver

nightwalker450 wrote:
#10

FrogReaver

Oct 06, 2014 15:15:12

Disengage gives you chance of taking no attacks.  

 

Dodging and movin away guarantees at least 1 attack with disadvantage against you.

 

Best case scenario disengage is much better.  

 

In certain worst case scenarios dodge is better.  It's not even universally better in all scenarios where monster attacks you again after moving away (depends on monster to hit as you have noted)

#11

2Chlorobutanal

Oct 06, 2014 18:52:29

Disengage tends to be better in larger encounters where a character may wish to run through the reach of several enemies in one movement.  (A PC crossing battle lines or escaping multiple pursuers by moving behind allies.)

 

Dodge tends to be better when the PC is expecting a lot of enemy attention on the enemy turns.  (A fighter standing among 3 orcs and an ogre.)