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| #1LeugrenJul 19, 2014 8:45:02 | I've just finished listening to the "RollPlay: One Shots - D&D 5.0" set of videos (http://www.youtube.com/watch?v=w11AqBqFI-A&list=PL-oTJHKXHicT-PdE9DiIb0xpduO1vUKmd&index=5). This is the fourth narrative that I've listened to involving the Starter Set module, and like many others on these forums have observed, I am struck by the swinginess of combat at low levels. The outbreak of dirt naps seems to be reaching almost epidemic proportions, which adds a lot of positive tension of the game, and forces players to think through their tactics a bit more carefully. I've been doing some thinking of my own, and it occurs to me that a lot of these battles might run a bit more smoothly if the party were to adopt a set of tactics whereby the character with the highest AC and durability would close with the enemy, getting into melee range with as many of them as possible, and then use the Dodge action from round to round, taunting his foes and imposing disadvantage on their attacks while his allies plug away at them from afar.
Since we're dealing with hypotheticals here, let's assume that the character in question is a fighter with the Defense fighting style wearing chainmail and carrying a shield. In this case, the character has an AC of 19. In a battle against goblins or bugbears, both of whom have a +4 modifier to their attack rolls, this character would normally be hit around 30% of the time. By imposing disadvantage, he will only be hit approximately 9% of the time. This seems to decrease the threat level by a significant margin, and I would further say that the reduction in the damage output for team monster should more than compensate for the loss of the fighter's attack action in many cases, depending on how many opponents the fighter is able to draw into melee. The threat of incurring an opportunity attack should keep the monsters focused on the fighter for at least a round or two, and this may be enough to tip the scales in the party's favor.
Of course, this is all theorycraft at this point, since I haven't actually had a chance to play the game yet. What do the rest of you think? Has anyone tried a tactic similar to this? How did it work out? Are there any other decent tactics or anti-patterns that have emerged from your own low-level gameplay experiences? Obviously, the most effective tactic is to avoid combat altogether, but when it can't be avoided, how can your party be more effective? I'm curious to hear from you.
I'll keep a record of any useful suggestions in the block below.
--Leugren
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| #2iserithJul 19, 2014 8:52:33 | I've made mention of this tactic before. It came up when I was running an adventure of my own creation during the playtest ("Invasion" for those who remember my thread on that). The PCs were setting about completing particular objectives under the threat of orcs that would show up on a set countdown. In each set piece encounter orcs showed up - the PCs couldn't get done with what they needed to do in time to avoid it (plus really lucky rolls on my part).
Anyway, since completing their objectives and carrying on was their goal rather than killing orcs, these 1st-level PCs would send their fighter into a chokepoint and had her Dodge to hold off the orcs while the rest of the PCs completed the necessary tasks. It worked perfectly. The key is the terrain. If the monsters can get around the Dodging character to get at others, then it's a less viable tactic. |
| #3LawolfJul 19, 2014 9:00:23 | So the PC bases 4 enemies, and starts dodging. The enemies eat a single opportunity attack and gang up on the undefended ranged attackers in the back. A 27 HP bugbear could easily eat an opportunity attack and still have 20 HP left. A 18 AC hobgob could eat an OP attack and still survive 90% of the time.
Fighters in 5e are really quite poor at defending. |
| #4LeugrenJul 19, 2014 9:05:35 |
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| #5LeugrenJul 19, 2014 9:09:06 |
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| #6iserithJul 19, 2014 9:13:41 |
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| #7LeugrenJul 19, 2014 9:40:34 |
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| #8iserithJul 19, 2014 9:50:19 |
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| #9LawolfJul 19, 2014 9:51:18 |
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| #10LeugrenJul 19, 2014 9:59:21 |
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| #11LeugrenJul 19, 2014 10:19:50 |
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| #12iserithJul 19, 2014 10:18:28 |
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| #13LeugrenJul 19, 2014 15:00:22 |
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| #14ParaxisJul 19, 2014 11:15:54 | Dodging for the most part in not very effective for a frontline warrior to do, he doesn't use his action to attack and possibly remove one of the threats and all he does it make the other members of that party look like better easier to hit targets.
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| #15iserithJul 19, 2014 11:28:18 |
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| #16AshrymJul 19, 2014 11:29:07 |
One of the best uses of dodge might be to avoid losing concentration while maintaining some important spells. |
| #17LeugrenJul 19, 2014 11:40:43 |
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| (Reply to #12)Shiroiken | Generally I feel Dodge is an underused tactic, especially when combats begin at range. Often you are better off moving your speed and Dodging, than using a mediocre ranged attack. If you can totally block a section, such as a doorway, then Dodge is fantastic until the enemy withdraws (letting you and your allies into the room).
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| #19LeugrenJul 20, 2014 11:28:52 |
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| #20iserithJul 19, 2014 15:27:12 |
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| #21masterfat78Jul 19, 2014 19:17:28 |
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| (Reply to #21)Ashrym |
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| #23ShadeRavenJul 19, 2014 19:47:21 | Though it seems we'd be in the minority, I am going to side with the "Dodge is an okay or even encouragable action" team.
There's a few things I take into account as a DM that make me comfortable with that particular viewpoint. 1) Combat is quick, vision is often obscured, and chaos is more the norm than tactical planning. For me, this means that the orc that charges forth at the enemies that dared to invade their territory might very well just shoot at or take swings at the most easily perceived, clear target. Within the timeframe given (6 seconds or less), there's not a lot of time to consider all elements involved in the battlefield.
2) Did I mention vision? Just because I know that the at least half obscured character in the dimly lit background is the most vulnerable, doesn't mean that the enemies do. If I were to burst open the doors of a shadow-filled gymnasium where two teams (10 players) were actively playing a basketball game at full speed, then asked to, within the space of one second, determine which player is the more athletic and talented of the bunch, that'd be asking a lot of me.
3) Finally, and probably most controversial, I DM with the intent of narrating a good story. To accomplish this, I also need to consider the parts that my audience (and shared authors to the tale) hopes for in this shared entertainment experience. Circumventing the brave knight who created his character with thought and care in hopes of playing the heroic warrior would be (imo) an injustice to him. Seeking out the frail rogue or easily dispatched wizard every time because it offers the "enemy" creatures I control the best opportunity at victory would not be beneficial to the shared experience.
So, yes, if the Fighter wants to try to hold off the horde so that his allies and/or friends can escape or pull off some dramatic stratagem, why not? It's what he was made for. It's not like Dodge makes one impervious or that the enemy can't find ways to counteract the effort once they realize what they are up against. But I would personally feel uncomfortable simply having the enemy decide it can run by the harder to hit warrior because I know he'd only get 1 reaction and there's easier meat beyond.
But... and let me stress this... the above is only my take on what makes me a good DM for the players I enjoy the hobby with. It is certainly not for everyone, DM or Player. |
| #24LawolfJul 19, 2014 19:43:47 |
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| #25TheLyonsJul 19, 2014 20:02:46 | I can see a hobgoblin or bugbear going to the back ranks to the wizard or cleric because they have magic and magic is scary, especially to those with lower intelligences. But yeah the ochre jelly not so much. |
| (Reply to #24)Ashrym |
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| (Reply to #20)Shiroiken |
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| #28LeugrenJul 19, 2014 23:57:04 |
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| #29ShadeRavenJul 20, 2014 2:10:57 |
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| #30iserithJul 20, 2014 4:16:52 |
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| #31FFSAAJul 20, 2014 10:15:29 |
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| #32iserithJul 20, 2014 10:47:26 |
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| #33ShadeRavenJul 20, 2014 16:00:40 |
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| #34h347h50Jul 20, 2014 16:04:43 |
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| #35MechaPilotJul 20, 2014 16:22:29 |
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| #36LawolfJul 20, 2014 16:58:06 |
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| #37MechaPilotJul 20, 2014 18:37:23 |
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| #38grendel111111Jul 20, 2014 18:54:13 | I never got the dodge action as being a don't attack action. Each round is a series of strikes, counter strikes, bluffs and defending. When a player says they are dodging I never assume it means there character drops his sword and dances like a clown. His focus is on not being hit rather than looking for the perfect strike. The game effect is to impose disadvantage rather than roll for a good hit. I can't see in a real combat the orcs being happy that the pladin had used his 1 AoO and so all happily wandering away from him. They would still view him as a dangerous enemy. |
| #39LeugrenJul 20, 2014 19:13:19 |
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| #40KarnosJul 20, 2014 19:15:17 |
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| #41LawolfJul 20, 2014 19:25:45 | You people have all obviously never been in a sword fight. It is very easy to see when someone is fighting defensively. In a multi person sword fight, you never engage that person when their are other easier targets nearby. You don't need to be a tactical heinous to notice this either. I expect any creature with a 6+ Int to be capable of figuring this out. |
| #42KarnosJul 20, 2014 19:36:00 |
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| #43MechaPilotJul 20, 2014 19:38:38 |
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| #44GamingGormanJul 20, 2014 19:41:32 |
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| #45LawolfJul 20, 2014 19:50:31 | Which is exactly why dodging as works in 5e doesn't make sense. One monster can dodge then move away provoking an OA which will now likely miss, and still not even kill the monster if it hits, then the rest are free to rush by it.
5e combat with one reaction per turn really doesn't work out like reality. And again, you just admitted that you can see when a creature is fighting defensively, proving my earlier point. |
| #46KarnosJul 20, 2014 20:09:10 |
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| #47KarnosJul 20, 2014 20:20:17 | Actually, I have a brilliant strategy for Lawolf's world. You just need two fighters in a party, no other classes needed. The fighters stand at least 15' apart, and both use dodge actions. The monsters, upon attacking Fighter 1, realize he is dodging and run past him to Fioghter 2, provoking an OA. Of course, Fighter 2 is also dodging, so the monsters simply turn and run back to Fighter 1, provoking another OA. This continues, with the monsters running back and forth every round, never actually attacking, until all the monsters die from OA. |
| #48RhennyJul 20, 2014 20:21:43 |
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| #49LawolfJul 20, 2014 20:47:02 |
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| #50RhennyJul 20, 2014 21:01:06 |
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| #51LawolfJul 20, 2014 21:05:42 |
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| #52RhennyJul 20, 2014 21:20:14 |
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| #53Caliburn101.Jul 21, 2014 3:34:31 | Defending like this in chokepoints are of course a great tactical choice, but assuming two tactically minded oponents can attack the defender, they are likely to go for a Shove attack from one whilst being aided by the other as this is better than both trying it - 30% chance in your example of the aided attacker vs. two 9% chances of a Shove if both try separately.
The difference between a couple of Orcs and a couple of Hobgoblins really. |
| #54Caliburn101.Jul 21, 2014 3:36:44 |
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| #55Nerdrage88Jul 21, 2014 4:15:27 |
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| #56KarnosJul 21, 2014 4:17:29 |
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| #57ShadeRavenJul 21, 2014 4:17:40 | Rhenny! Nice to see you in here, giving it the ol' college try. ;)
Again, I while I certainly have my own style that I am comfortable with, the truth of the matter is that the only resolution to Dodge Actions use in combat is a simple one...
When the players (DM included) walked away from the table, was everyone satisfied with the excitement, energy, and camaraderie garnered through playing D&D (5E).
I know for a fact that amongst the groups I have the pleasure to oversee the game for, there's no complaints about how I tactically play the various creatures (both friend and foe) they encounter in their (hopefully) long lives as adventurers.
This DOES NOT, however, mean that I play it the right way. My style may very well be unsuitable for some players here who would constantly question, challenge, or walk away unsatisfied by how I employed tactics or combat mechanics in sessions they were involved with. While that hasn't happened in quite some time, I am sure it would based on some of the commentary here.
I love a good honest discussion on differing styles because I often do learn little tidbits that add to my personal repertoire.. and sometimes those tidbits aren't little at all! There's a lot of brilliant minds out here offering thoughts.
That said, it's starting to feel like this thread has gone off track and its usefulness is starting to wane fast. |
| #58KarnosJul 21, 2014 4:26:03 |
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| #59iserithJul 21, 2014 6:23:24 |
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| #60iserithJul 21, 2014 6:38:01 |
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| #61LeugrenJul 21, 2014 7:03:47 | I'm guaging, from the direction this thread has taken, that people haven't really given much thought to the types of tactics that might help characters survive at lower levels in 5E. I have only heard a few real suggestions so far:
1. A durable, high-AC character might use the Dodge action to draw off enemy attacks. 2. A spellcaster might use the Dodge action to maintain Concentration in order to ensure that an important spell effect is not negated. 3. NPC's can use the Help action in order to grant advantage to player characters. 4. Use more social interaction skills in order to bypass deadly encounters altogether.
Setting aside the issues of DM style, are there any other effective tactics that have jumped out at you, either through your own gameplay experiences, or by perusing the rules?
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| #62RhennyJul 21, 2014 7:11:55 |
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| #63KarnosJul 21, 2014 7:21:08 |
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| #64LeugrenJul 21, 2014 7:19:43 |
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| #65ShadeRavenJul 21, 2014 7:20:36 |
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| #66KarnosJul 21, 2014 7:24:17 |
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| #67LeugrenJul 21, 2014 7:33:10 |
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| #68Nerdrage88Jul 21, 2014 7:43:35 | And to flip it around. Use your action to grapple if that nasty critter is dodging and you can't get hold of him. Better still. Have your ally (be it an npc or PC) shove the enemy-knocking it prone-then attack with advantage. I myself have had the -fire spell/cantrip, drop prone, rinse and repeat tactic used. Works well for the PCs. As does- total cover (behind a building) move 10ft-fire bow at target engaged with dodging fighter, sneak attack- move back behind building where no one can see you. Good thread idea. Peace |
| #69ShadeRavenJul 21, 2014 7:45:54 |
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| #70iserithJul 21, 2014 8:16:13 | Exchange between Karnos and iserith regarding the use of the Dodge action with regard to whether or not the DM or player can be said to be "cheating." Condensed to a spoiler block because it is long.
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| #71LeugrenJul 21, 2014 7:57:09 |
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| #72LeugrenJul 21, 2014 8:01:40 |
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| #73LeugrenJul 21, 2014 8:08:53 |
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| #74iserithJul 21, 2014 8:14:08 |
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| #75LawolfJul 21, 2014 8:21:45 |
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| #76iserithJul 21, 2014 8:37:20 | Response to ShadeRaven, a discussion related to the topic but not strictly relevant to specific tactics, condensed into a spoiler block.
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| #77LeugrenJul 21, 2014 8:51:06 |
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| #78ShadeRavenJul 21, 2014 10:32:26 |
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| #79SturmunddrangJul 21, 2014 10:55:59 |
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| #80KarnosJul 21, 2014 11:32:34 |
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