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General Tabletop Discussion
*Dungeons & Dragons
[5E] Collaborative Combat - ADVICE NEEDED
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<blockquote data-quote="Tony Vargas" data-source="post: 7209932" data-attributes="member: 996"><p>Clearly the relevant variable is the DM. He should get some more experience as a player before taking another stab at running. </p><p> The specific example of a dedicated melee-type needing to double-move to reach enemies is usually a corner case that gets hammered theoretically more than something that comes up all that often. In prior editions, you could full-move (5e Dash) and attack, either by default (AD&D) or with a 'charge' options (3x/PF, 4e/E).</p><p> Plays something other than a dedicated melee type. Either use a mix of melee & ranged weapons, or go with a dedicated archery or spellcasting build. You'll have greater flexibility to contribute the best you can each round, even if the party isn't coordinating. </p><p></p><p> It's a good option to have in your back pocket. Well, not literally. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p> It sounds like it was just lack of a ranged option for your PC (and charge option in 5e in general), that was causing the specific problem you went into.</p><p> </p><p> Mainly for your newish DM: </p><p> Combat in 5e is supposed to be fast, and it can become very un-fun for some character types if it bogs down. Keep monster's rolls & hp totals behind the screen - if necessary, fudge 'em a little so they put in a good showing in the few rounds they're there, and drop at appropriate moments. Let each PC have a turn at being the star of the show. Since you're blessed with players who like to do a bit of acting, pay attention to their performance, and when they're 'on' (doing a good job portraying the character, coming up with exciting actions) have them succeed, so the action matches their momentum. And, yeah, if the same guy is 'on' too much, slap him down.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7209932, member: 996"] Clearly the relevant variable is the DM. He should get some more experience as a player before taking another stab at running. The specific example of a dedicated melee-type needing to double-move to reach enemies is usually a corner case that gets hammered theoretically more than something that comes up all that often. In prior editions, you could full-move (5e Dash) and attack, either by default (AD&D) or with a 'charge' options (3x/PF, 4e/E). Plays something other than a dedicated melee type. Either use a mix of melee & ranged weapons, or go with a dedicated archery or spellcasting build. You'll have greater flexibility to contribute the best you can each round, even if the party isn't coordinating. It's a good option to have in your back pocket. Well, not literally. ;) It sounds like it was just lack of a ranged option for your PC (and charge option in 5e in general), that was causing the specific problem you went into. Mainly for your newish DM: Combat in 5e is supposed to be fast, and it can become very un-fun for some character types if it bogs down. Keep monster's rolls & hp totals behind the screen - if necessary, fudge 'em a little so they put in a good showing in the few rounds they're there, and drop at appropriate moments. Let each PC have a turn at being the star of the show. Since you're blessed with players who like to do a bit of acting, pay attention to their performance, and when they're 'on' (doing a good job portraying the character, coming up with exciting actions) have them succeed, so the action matches their momentum. And, yeah, if the same guy is 'on' too much, slap him down. [/QUOTE]
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[5E] Collaborative Combat - ADVICE NEEDED
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