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<blockquote data-quote="FormerlyHemlock" data-source="post: 6940786" data-attributes="member: 6787650"><p>Others have already addressed the flanking rule, and Tony mentioned tactics, so I'll spend a little bit of time talking about player tactics.</p><p></p><p>The PCs need to step up their game. If there are four PCs and 5-6 enemies, the fighter can grapple one enemy (taking it out of play) and opportunity-attack another as it runs past him; the barbarian can do the same. That accounts for three or four enemies, leaving 1-3 to attack the back line wizard and cleric. The cleric can use his high AC and Dodge to keep himself safe while he keeps another of those enemies busy using his opportunity attack, and use his bonus action to cast Shield of Faith or Sanctuary on whoever is facing the most enemies. The wizard can use Expeditious Retreat to keep himself out of the enemy's threat zone, and throw a Fire Bolt at another enemy (or just shoot it with a crossbow if he has good Dex). Or he can likewise just Dodge to buy time for the fighter and barbarian to whittle down the enemies; or he can toss a Sleep spell to cut down on enemy numbers.</p><p></p><p>Details will vary. If you are higher-level, the wizard can throw Web spells, fighters can grapple more enemies at a time or cleave with Great Weapon Master, etc. </p><p></p><p>But really the single most important thing you can do happens before combat, which is: <strong>decide what you're going to do if combat occurs, and figure out any preparations you can make <em>now</em> that will make it easier</strong>. Do you want to create chokepoints using caltrops? Do it now, when the action cost doesn't matter. Do you want to spike some doors shut to reduce the odds of a monster slipping behind you? Do that now too. Do you want to fill certain tunnels entirely with dirt using Mold Earth? Do that now. Do you want to spread out a bit and send the fighter and barbarian on ahead 100' or so so that the wizard doesn't <em>have</em> to cast Expeditious Retreat to stay out of enemy threat zones? Don't wait.</p><p></p><p>If you have a rogue who can scout ahead, or a wizard's familiar, that can be invaluable in detecting enemies before they get into ambush range. It may be useful to cast Longstrider on the rogue before sending him ahead. 30' move + Disengage isn't enough to prevent you from taking damage from enemies that move 30' too, so the rogue has to spend his action on Dashing too--but 40' move + Disengage is enough, so the Rogue can use his action to attack or Hide. The rogue may even be able to kill off certain groups of enemies before the rest of the party gets there, thus saving the party resources.</p><p></p><p>Some DMs are jerks and like to make all monsters appear suddenly in close-range ambushes, all day every day, no matter what kind of scouting you try to do ahead of time. Don't play with those DMs unless you enjoy that kind of game.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6940786, member: 6787650"] Others have already addressed the flanking rule, and Tony mentioned tactics, so I'll spend a little bit of time talking about player tactics. The PCs need to step up their game. If there are four PCs and 5-6 enemies, the fighter can grapple one enemy (taking it out of play) and opportunity-attack another as it runs past him; the barbarian can do the same. That accounts for three or four enemies, leaving 1-3 to attack the back line wizard and cleric. The cleric can use his high AC and Dodge to keep himself safe while he keeps another of those enemies busy using his opportunity attack, and use his bonus action to cast Shield of Faith or Sanctuary on whoever is facing the most enemies. The wizard can use Expeditious Retreat to keep himself out of the enemy's threat zone, and throw a Fire Bolt at another enemy (or just shoot it with a crossbow if he has good Dex). Or he can likewise just Dodge to buy time for the fighter and barbarian to whittle down the enemies; or he can toss a Sleep spell to cut down on enemy numbers. Details will vary. If you are higher-level, the wizard can throw Web spells, fighters can grapple more enemies at a time or cleave with Great Weapon Master, etc. But really the single most important thing you can do happens before combat, which is: [B]decide what you're going to do if combat occurs, and figure out any preparations you can make [I]now[/I] that will make it easier[/B]. Do you want to create chokepoints using caltrops? Do it now, when the action cost doesn't matter. Do you want to spike some doors shut to reduce the odds of a monster slipping behind you? Do that now too. Do you want to fill certain tunnels entirely with dirt using Mold Earth? Do that now. Do you want to spread out a bit and send the fighter and barbarian on ahead 100' or so so that the wizard doesn't [I]have[/I] to cast Expeditious Retreat to stay out of enemy threat zones? Don't wait. If you have a rogue who can scout ahead, or a wizard's familiar, that can be invaluable in detecting enemies before they get into ambush range. It may be useful to cast Longstrider on the rogue before sending him ahead. 30' move + Disengage isn't enough to prevent you from taking damage from enemies that move 30' too, so the rogue has to spend his action on Dashing too--but 40' move + Disengage is enough, so the Rogue can use his action to attack or Hide. The rogue may even be able to kill off certain groups of enemies before the rest of the party gets there, thus saving the party resources. Some DMs are jerks and like to make all monsters appear suddenly in close-range ambushes, all day every day, no matter what kind of scouting you try to do ahead of time. Don't play with those DMs unless you enjoy that kind of game. [/QUOTE]
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