D&D 5E Enemies should only attack when they have advantage (and other quick tips)

BookTenTiger

He / Him
So, as has been noted, this is pretty ineffective in D&D. While it creates narrative in the scene, advantage isn't so great an asset that seeking it every round makes sense.

However, for Fate, what you're describing is a solid tactic - this is because every attack is resisted, and attacks made without some bonus are often ineffective. Having an enemy always seeking to have an Advantage or other Aspect to tag often pays off.

It is a case of matching the tactic to the mechanic.
I'm definitely not doing this for the mechanical benefit... On the other hand, these are the benefits I have observed:

1) It creates more dynamic combats because enemies are moving more and not repeating the same attacks over and over.

2) It inspires the players to try things other than the same attacks and cantrips, especially when enemies start improvising or interacting with the environment.

3) It's fun for me as a DM, because I'm not just focusing on reducing character HP.
 

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OB1

Jedi Master
On the fly, if you commit to adding 3 things that complicate the situation or that can be used by either side to their benefit (or to their enemies' detriment), then that will immediately increase the number of meaningful choices the players can make. More meaningful choices per unit of time, more engagement by the players.
Thank you iserith! I'm going to commit to doing this with my encounters. Great rule of thumb.
 

Yeah, exactly this. As I said in the OP, this guideline does not make my combats more deadly. But they are fun!

When the enemy uses their action to shove the character prone, then raises their axe above their head, ready to strike down on the next round...

Mechanically it's a really poor choice. I'm halving my damage, and who knows if the enemy is even going to get a chance to hit!

Narratively it's really fun. Another character gets to swoop in and rescue their ally, or that character gets to roll out of the way dramatically, or fire off a spell from a prone position...
the example is worse...it will never work the prone target will just get up before that attacker goes again
 

as a player I would have to ask if the enemy is slow or brain damaged in some way...

imagine monster 1 pushes me prone, I use half movement to stand then hit him. He pushes me prone again, I use half my movement to stand and hit him... like is he TRYING to win at that point?

edit: I would rather the DM give them a bonus action shove that gives me a save... at least then it feels like it would fit
 

BookTenTiger

He / Him
the example is worse...it will never work the prone target will just get up before that attacker goes again
I think you are misinterpreting my intentions with this guideline. I'm not trying to make enemies more effective or combats more deadly... I'm just trying to make combat more fun. And for me, that means enemies doing things other than the same attacks over and over.

Let's say this enemy is an orc berserker. I could absolutely just have the orc attack the paladin. He might hit, and might deal 1d12+5 damage or whatever.

Or the orc could try to knock the paladin prone.

Either way, that paladin is not in much danger! But the second option creates a more interesting story to me.

So that's why the enemy no having advantage on the attack is a trigger for me as a DM to do something other than attack. It's not going to make combat more deadly. But it's made combat more dynamic, fun, and narratively exciting!
 


BookTenTiger

He / Him
TBH I just cheat as GM if I need to have a bit of fun n frolics....the monster gains a bonus action, it automatically makes a skill check to leap, I give them advantage if it seems cool, that sort of thing!
I don't usually like changing monster mechanics in the middle of a combat, but I definitely like to add stuff like this in when planning adventures. As has been mentioned, bonus actions are a great way to add fun dynamics to combat. Allowing all the orcs in this dungeon to disengage, or jump, or shove as a bonus action can add a lot of fun!
 


I think you are misinterpreting my intentions with this guideline. I'm not trying to make enemies more effective or combats more deadly... I'm just trying to make combat more fun. And for me, that means enemies doing things other than the same attacks over and over.
I just don't see the fun in making every combat so much easier. I mean I can't imagine even with the horrad CR system the PCs every facing something useing these tactics and feel like they need to be smart or that smart play is rewarded... just attack every chance you get and the monsters are putting themselves at a massive disadvantage every turn.
Let's say this enemy is an orc berserker. I could absolutely just have the orc attack the paladin. He might hit, and might deal 1d12+5 damage or whatever.

Or the orc could try to knock the paladin prone.

Either way, that paladin is not in much danger! But the second option creates a more interesting story to me.
what story? the Orc that doesn't attack?
So that's why the enemy no having advantage on the attack is a trigger for me as a DM to do something other than attack. It's not going to make combat more deadly. But it's made combat more dynamic, fun, and narratively exciting!
I would rather make the combat dynamic fun and narrative by giving each enemy a unque action useable 1/combat or maybe 2 that changes the flow of the fight without sacrificing effectiveness.
 


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