Grog said:This assumes that the party always faces foes which they can take down before taking significant damage from them. Unless you're consistently fighting under-CRed enemies, that won't be the case.
The way CR's work, an opponent whose CR is equal to the party's level is pretty light work. You have to "over-CR" enemies to have a good chance of a player getting gacked.
Well, I suspect that if your DM decides "specifically takes advantage of the myriad of options at his disposal" to design encounters that hose his players over by pulling the kind of counter-tactics you suggest, the players have a bigger problem at hand. The DM who thinks entertaining encounter design is about intentionally devising ways to negate the PC's strengths needs some schooling.Plus, just as there are lots of counters for damage-avoiding tactics, there are lots of counters for damage-dealing tactics as well. The wizard likes to throw empowered fireballs? He's in trouble when the party encounters fire-resistant enemies or enemies with high SR. The barbarian likes to use Power Attack to get in big damage with his greatsword? That's not going to work too well against high-AC enemies. The rogue hits hard with sneak attacks? High AC shuts that down, too, and so do crit-immune enemies.
The point is, unless your DM specifically chooses not to take advantage of the myriad of options at his or her disposal, a party's offensive tactics aren't always going to work as well as they'd like. And when that happens, they're in big trouble if they don't have a primary healer.
Last edited: