Crothian
First Post
I'm just curious if others have hit this in 5e and how to avoid it.
I have not noticed it but our games don't focus on the combats. Combat is something the party does when they failed at something else usually.
I'm just curious if others have hit this in 5e and how to avoid it.
It's worth noting that these things were necessary to make 4E combats exciting, too. Otherwise you were apt to run into the dreaded Grind Monster. We had some long threads on how to avoid grind in 4E.You need to liven up your combats a bit. Add difficult terrain, introduce fliers, have strange environmental conditions, place reinforcements near at hand, mix complimentary monster types together that create creative thinking to overcome, separate the characters so they have a harder time supporting each other, etc.
I've been playing one game and running another. Both parties are quite martial in nature (barbarian, ranger, fighter, warlock and barbarian, rogue, warlock, monk) and I'm finding that the fights seem to fall into a pretty standard pattern. Most have been a lot of fun, but at some point, everyone has no decisions to make, just dice to roll. Both parties are level 3.
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This can lead to issues in any edition past AD&D, if you describe any damage in a manner that can't be recovered with a little bit of rest. Bob probably didn't firebolt the ogre's eye, unless you're using Lingering Wounds, and that happened to be the result.Tip #2: Describe attacks and consequences of the attacks. Self-explanatory, instead of saying "Okay you do 12 damage, Bob. Frank, it's your turn" describe how Bob's firebolt hit the Ogre in the eye, causing him to stumble a bit and howl in pain. Especially critical hits.
This can lead to issues in any edition past AD&D, if you describe any damage in a manner that can't be recovered with a little bit of rest. Bob probably didn't firebolt the ogre's eye, unless you're using Lingering Wounds, and that happened to be the result.
You can still say that the attack hit the ogre squarely in the chest, and knocked the wind out of him, but these sorts of non-lethal attacks also start to feel stale after a while. There are only so many ways you can hurt someone, without really hurting them.
Don't expect much in the way of tactics at level 3.
Levels 1-2 are the "starter levels" to introduce new people to their classes and the basics of the game. Level 3 is where you actually get to start making some decisions about your character and it increases from there.
There were a lot of complaints about 4E being too much of a "tactical miniatures wargame" then, well, whatever those people thought D&D should have been, so a lot of that was cut out from 5e (powers, measurements in squares, etc..).
The fact that 5E is also rules light also makes it less tactical.
So you're experiencing a conflagration of problems: Early levels have the least tactical elements. 5E was designed to be a much less tactical game, especially in comparison to 4E and 5E simply doesn't have the amount of rules necessary to support highly tactical play.
Solutions include: Don't play low-levels. Use a lot of the optional rules. Make overt attempts to be tactical with your party and ask the DM to play the enemies more tactically too.
Most have been a lot of fun, but at some point, everyone has no decisions to make, just dice to roll. .
It's not the roleplaying that gets stale. I'm saying that combat can feel boring if you're limited to describing all wounds as non-lethal. It's one of those things that shifts the balance between pillars, because I need more interaction and exploration to break up the boring combat.Typically when roleplaying gets stale, it's indicative to me that the group needs to take a break for a while. YMMV.
Well, yeah. That's definitely a case of YMMV, because I would never think to treat PCs any differently from NPCs. If PCs only ever take soft damage, and NPCs are subject to lethal damage, then as a player it feels like the DM is cheating in my favor. It kills any sense of satisfaction or accomplishment.That being said, I don't have a problem with PCs inflicting major wounds on enemies that incur lasting penalties because the difficulty of an encounter is typically high enough that a blinded ogre isn't going to make the combat noticeably easier. It's more of a lucky break. My go-to status effects for "cool" attacks are blindness, disadvantage on an attack, losing access to an attack (broken limb), prone, or being stunned for a round. I apply these effects whenever I feel that interest in a particular combat is flagging, and always on the NPCs, not the PCs.
Lack of defined tactical rules =/= lack of tactics in the game. I said this upthread. Every edition could have the same level of tactics based on how you play and what you did. Even level 1. Even 5e. Even Basic. Even a level 1 PC in Basic. Nothing is stopping you from using tactics, strategy, or the environment to your favor, even in a game where there might not be any defined rules for it. I can assure that almost 35 years of gaming, we have always used strategy and tactics in combat when we could, regardless of edition.
If there's one thing I wish all D&D players would remember, it's this: Your character is not limited to those actions listed on his or her character sheet.
Everything, from shield bashes, to pushes, to trips, to throwing sand in the eyes, to swinging on that rope to the next level, to flipping tables, to fighting with a log or a weapon in each hand can be attempted by everyone who wants to.