I'm A Banana
Potassium-Rich
One of the things I'm REALLY fond of in 5e is that it has much less of an "encounter" focus than 3e or 4e.
One of the things this makes viable is NPC's running to get reinforcements.
One of the things I'm noticing with one of my groups is a tendency to not really stop that.
So there's a lot of this as they contemplate their possible escape routes:
Maybe they're suffering Older-Edition-Itis (each encounter is a self-contained unit), or maybe I'm a little more prone to do this than other DMs, but enemies going to get reinforcements from other areas of the dungeon has wound up putting them in more than one situation where things spiraled out of control. It probably doesn't help that they've also shown a tendency to split the party a bit during the initial foray into the dungeon....and the meat of the party is definitely melee-focused.
I definitely didn't see a lot of this happening in 3e and 4e. In 3e, "one big monster at a time" was pretty much what my groups could handle, so there was no one to run away, and 4e had neatly packaged encounters that didn't really want you to go beyond them. I also don't see as much of this with some of my groups (my newbie group, forex, is pretty alert to the possibilities of sneaky little goblins running away).
But ultimately, "calling the dungeon down on their heads" is almost getting stale, and I'm interested in ways for them to negotiate or mitigate this that I might be able to actively recommend (useful spells/abilities). So, as you've played 5e, have you noticed this tendency more, as a player or as a DM? If you're a player, what are some ways you're mitigating this possibility? If you're a DM, what are some of the variations you're coming onto?
One of the things this makes viable is NPC's running to get reinforcements.
One of the things I'm noticing with one of my groups is a tendency to not really stop that.
So there's a lot of this as they contemplate their possible escape routes:

Maybe they're suffering Older-Edition-Itis (each encounter is a self-contained unit), or maybe I'm a little more prone to do this than other DMs, but enemies going to get reinforcements from other areas of the dungeon has wound up putting them in more than one situation where things spiraled out of control. It probably doesn't help that they've also shown a tendency to split the party a bit during the initial foray into the dungeon....and the meat of the party is definitely melee-focused.
I definitely didn't see a lot of this happening in 3e and 4e. In 3e, "one big monster at a time" was pretty much what my groups could handle, so there was no one to run away, and 4e had neatly packaged encounters that didn't really want you to go beyond them. I also don't see as much of this with some of my groups (my newbie group, forex, is pretty alert to the possibilities of sneaky little goblins running away).
But ultimately, "calling the dungeon down on their heads" is almost getting stale, and I'm interested in ways for them to negotiate or mitigate this that I might be able to actively recommend (useful spells/abilities). So, as you've played 5e, have you noticed this tendency more, as a player or as a DM? If you're a player, what are some ways you're mitigating this possibility? If you're a DM, what are some of the variations you're coming onto?