Is that a bad idea?Well, there IS a wizard in the party...
Is that a bad idea?Well, there IS a wizard in the party...
This is probably part of the problem. Buffs on top of debuffs are really potent. You can boost your hit and crit rates by 15~30% if you’re stacking them up right.
From a tactical perspective, traditional RPG tactics can be self-defeating. If everyone charges in to fight the boss, then you’re just saving it the trouble of spending actions to move over to engage with the party. Make it waste those actions, shooting it as it approaches. If they won initiative, have the melee martials delay, so they can be ready to attack once it gets close.
The same goes for third actions. Unless you’re a flurry ranger fighting your hunted prey, you really shouldn’t be making a third Strike. It’s not likely to succeed, so you’re basically fishing for crits. You probably have a better chance trying to Demoralize your opponent. Even just moving away can be decent effective healing when the boss is likely to hit on its third attack.
Is this a matter of expectations or perception? Like, a “low-threat” encounter feels more difficult than what you would expect a “low-threat” encounter to be in another system?
I played a wizard in our game (up to level 5). It seemed to be consistently underpowered compared to the other characters.Is that a bad idea?
I played a wizard in our game (up to level 5). It seemed to be consistently underpowered compared to the other characters.
It probably depends on the group. If the players feel like they’re at risk for future encounters, then they’ll pull back and rest regardless of whether that’s actually necessary. Specifically, forcing them to burn daily resources makes them more inclined to think they’re “down” and need to stop and rest. That’s easy to trigger if they had used some prior to last fight.I'd expect the latter, honestly, because even the rough fights I've been in just didn't last long enough to burn through most of anything but someone's absolute top level spells. We definitely needed some Treat Wounds at the end there (I've been playing pretty much the damage sponge in both games, a Fighter in one and a Champion/Bard in the other, so I was often the person who needed the most propping up; I went down in a couple times, so its not like I didn't see some rough ones), but the real issue is that there's just not time to spend all the resources involved. If people are having fights that last the 6-8 rounds routinely in kind of needs for that, I'd be interested in, well, how (and I don't mean to be critical in saying that, I'm just genuinely puzzled).
It depends on the player. Some will fish for that crit because it’s exciting when it lands (even though it’s a worse option tactically). We have one player like that, but he’s playing a flurry ranger now, so at least he’s supposed to be doing that now.The only time I recall making a third strike with my fighter was the one time his shield got broken and I was fighting a golem. I just had nothing else useful to do (moving away was undesireable because I didn't particularly want it closing up with the cloistered cleric.)
I wonder how many people don't use the exploration activities? They can be very helpful to preventing you from walking into an ambush.Since we’re talking tactics I figured I would add this to the discussion:
I just ran a low-level game and my players stomped the encounters hard (one low, two severe one in which they didn’t have armor on, and one trivial). They aren’t tactical geniuses by any stretch but they are exploration focused and fairly cautious in combat: they really like to a) use shields instead of third attacks and b) at the start they do a lot of positioning/raising shields/readying actions/ranged attacks instead of rushing to engage opponents (the party is also dwarf heavy). This leads to a sort of flow of battle:
- perceive danger and arm up (ready shields and weapons get on armor if necessary/possible, initial positioning and recall knowledge checks, occasionally altering the terrain, making general plans; note the wizard wants to do more here but currently lacks the slots for a lot of utility spells).
- combat starts: positioning, raising shields, and readying, with a scattering of ranged attacks (all of the characters have ranged weapons now - why would you not have at least a sling?) and the enemy moves up (getting hit by readied attacks and AoOs). With a dwarf and shield heavy party, the PCs generally hold up really well to the initial assault.
- the party counterattacks the opponents, generally shredding them. Notably the wizard has, in two severe encounters, been absolutely devastating with blasts in this stage. Also two fighters working together (occasionally with bless from the cleric) are absolutely killer at these levels.
It probably depends on the group. If the players feel like they’re at risk for future encounters, then they’ll pull back and rest regardless of whether that’s actually necessary. Specifically, forcing them to burn daily resources makes them more inclined to think they’re “down” and need to stop and rest. That’s easy to trigger if they had used some prior to last fight.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.