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<blockquote data-quote="kbrakke" data-source="post: 6940643" data-attributes="member: 6781797"><p>There are a few things.</p><p></p><p>First you are right, there is no widespread mechanic for having tanks be sticky, which is to say there are few ways to force enemies to attack the tanky characters. If you have the sentinel feat you can halt someone's movement with an opportunity attack and a few war caster shenanigans, but in general there are not many ways to do it.</p><p></p><p>Secondly it sounds like you are playing with the optional flanking rules. By default surrounding someone does not give you advantage. There is no default flanking bonus in 5e. If that is the case you need to really focus on keeping a tight formation to prevent flanking. </p><p></p><p>Assuming you are aware of the optional rule about flanking the best thing you can do is stay away. I mean it, never get closer than 120 feet to any enemies ever. Every caster can take a cantrip that has a 120 ft range, if you have a warlock make sure he has repelling blast (And agonizing for the damage) to keep pushing people away. Your martial characters might not like using a longbow, but +prof to hit for any damage is better than being dead. </p><p></p><p>What if you have to go in a dungeon? Always make sure there is nothing behind you. Start killing at the entrance and if you have a choice to go left or right, block off the passage you don't take. If a corridor is more than 10ft wide strongly consider finding another corridor to go down. If you absolutely have to enter a room that is only 30ft long, and wider than 10ft, sprint away at the first sign of danger.</p><p></p><p>But actually...</p><p>I dmed a game for a few friends and it was overall good. However I made a mistake when it came to the fighting. I made the combats too tactical for players who were much more interested in story. It's not even that they didn't like combat, they just didn't optimize for it or pay it unusual attention. This combined with the makeup of 1 barb + 2 casters meant that normal combats in tight corridors were just brutal for them and I realized they weren't having fun. This might not be similar to your group at all, but the most important thing to do is tell your DM "These combats seem very unfair to us. What do you think we should be doing differently or could you do these things differently."</p><p></p><p>As a DM I have just asked my players what they like to do in combat, their mental cinematic of their characters if you will. With that in mind I design my encounters. Sometimes I challenge them by having things that do not play to their strengths, but even when I do that, I try and add aspects that give each player a chance to shine and fit that fantasy. When I play I have an idea of how my character acts in combat and I have the most fun when they get to do that. This isn't to say that I don't want to be challenged, what I want (As a moderate power gamer) is to have a combat where my build choices and tactical choices matter, and sometimes line up with my mental fantasy of my character.</p><p></p><p>It sounds like you guys as players and the DM have different ideas of fights. You guys need to figure out where the differences lie. Often times as a DM things are unclear. Sometimes the party can be on the verge of death without you wanting it or they can absolutely destroy something you planned as hard. He could just have it out for you. Whatever the case is, before you start making very niche builds talk to the DM about what you want combat to be like.</p></blockquote><p></p>
[QUOTE="kbrakke, post: 6940643, member: 6781797"] There are a few things. First you are right, there is no widespread mechanic for having tanks be sticky, which is to say there are few ways to force enemies to attack the tanky characters. If you have the sentinel feat you can halt someone's movement with an opportunity attack and a few war caster shenanigans, but in general there are not many ways to do it. Secondly it sounds like you are playing with the optional flanking rules. By default surrounding someone does not give you advantage. There is no default flanking bonus in 5e. If that is the case you need to really focus on keeping a tight formation to prevent flanking. Assuming you are aware of the optional rule about flanking the best thing you can do is stay away. I mean it, never get closer than 120 feet to any enemies ever. Every caster can take a cantrip that has a 120 ft range, if you have a warlock make sure he has repelling blast (And agonizing for the damage) to keep pushing people away. Your martial characters might not like using a longbow, but +prof to hit for any damage is better than being dead. What if you have to go in a dungeon? Always make sure there is nothing behind you. Start killing at the entrance and if you have a choice to go left or right, block off the passage you don't take. If a corridor is more than 10ft wide strongly consider finding another corridor to go down. If you absolutely have to enter a room that is only 30ft long, and wider than 10ft, sprint away at the first sign of danger. But actually... I dmed a game for a few friends and it was overall good. However I made a mistake when it came to the fighting. I made the combats too tactical for players who were much more interested in story. It's not even that they didn't like combat, they just didn't optimize for it or pay it unusual attention. This combined with the makeup of 1 barb + 2 casters meant that normal combats in tight corridors were just brutal for them and I realized they weren't having fun. This might not be similar to your group at all, but the most important thing to do is tell your DM "These combats seem very unfair to us. What do you think we should be doing differently or could you do these things differently." As a DM I have just asked my players what they like to do in combat, their mental cinematic of their characters if you will. With that in mind I design my encounters. Sometimes I challenge them by having things that do not play to their strengths, but even when I do that, I try and add aspects that give each player a chance to shine and fit that fantasy. When I play I have an idea of how my character acts in combat and I have the most fun when they get to do that. This isn't to say that I don't want to be challenged, what I want (As a moderate power gamer) is to have a combat where my build choices and tactical choices matter, and sometimes line up with my mental fantasy of my character. It sounds like you guys as players and the DM have different ideas of fights. You guys need to figure out where the differences lie. Often times as a DM things are unclear. Sometimes the party can be on the verge of death without you wanting it or they can absolutely destroy something you planned as hard. He could just have it out for you. Whatever the case is, before you start making very niche builds talk to the DM about what you want combat to be like. [/QUOTE]
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