Swarmkeeper
Hero
... he said 1 monster push 1 PC...
The OP did not say that at all
Let me highlight the pertinent bit:
Often this is an effort to get advantage on their next attack, or an ally's attack.
... he said 1 monster push 1 PC...
Often this is an effort to get advantage on their next attack, or an ally's attack.
I have mixed feelings about this one. From a dramatic pacing perspective I couldn’t agree more; once the outcome is obvious, don’t belabor the point, just move on to something more interesting. On the other hand, so much of the challenge of D&D comes from resource attrition, and often it may be obvious that the PCs have won, but skipping over those last few turns may save them resources that they would have spent/lost finishing the enemies off. It can be a tricky call to make, and I think depends on the focus of the campaign. If challenge is a major selling point, maybe play combats out to the very end, but if the challenge is only incidental to the narrative, definitely end fights as soon as the outcome becomes obvious.My #1 tip is that you should call a battle over once the end result is obvious. When the PCs have defeated the mind flayer and it's two ogre thralls there really isn't much need to play out the rest of the combat with the handful of minions. Switch to non-combat narrative to describe the rest of the battle and move on with the game.
I disagree. Turning a 55% chance to hit into a 79.75% chance to hit is a significant boost. Turning a 15% chance to hit into a 27.75% chance to hit is less useful, but it’s better than a +2 to hit, which itself is nothing to sneeze at.
or... if it was 1 on 1... aka not the whole party vs 1, but 1 on 1.You agreed with me that the party facing a lone monster was relatively rare but that the fighter would often fight a single goblin/orc/whatever at a time. I was pointing out that, if the party isn’t facing a lone monster, the fighter can only do this if the other monsters let him.
onlyy as long as you are engageing in it... if you drop it so will I just instead of taking and adding put forward a new one...You’re hyper-focused on one single example
except it was an example given by the guy selling us on the rule... I was thinking the rule weird and not helpful in BETTER examples, when he said this one it made it WORSE...where this rule makes for bad tactics, to the point of disregarding the explicit statement that the rule is “very soft.” Yes, in that specific example, this rule makes for bad tactics.
That doesn’t make it a bad rule, especially since it is soft enough that you can just… not use that bad tactic if you don’t want to.
that is NOT the example I responded too... so stop pretending like it is.The OP did not say that at all
Let me highlight the pertinent bit:
sounds great... but maybe teetering near 'tucker's kobolds'I do try to make combat interesting and different, some things I do.
- If the enemy has more than 2 attacks in a round (either that enemy or allies), use one to knock prone.
- Have weaker allies use the help action to grant advantage.
- Small enemies take advantage of small spaces, including things like tunnels where even small creatures need to squeeze.
- Take advantage of the environment in any number of ways such as a monster immune to fire pulling a PC into fire.
- Have enemies grapple and carry off a PC, potentially to other enemies waiting in the wings.
this is a reason our group has instigated that all tricks have diminishing returns...However, there are potential issues with improvised attacks. Let's say I have an enemy put a bucket on the PC's head. Cool. PC is temporarily blinded. Except ... I've now established that a bucket can blind enemies.
Ah, I see what you’re saying. Yeah, from that perspective I would say advantage’s primary value is in cleaning up the fiddly math of bonuses.I think we are talking past each other. I was so impressed by the elegance of the advantage/disadvantage mechanic that I have frequently considered the costs of importing the mechanic into my 3e game. And yes, having advantage is a significant advantage over not having advantage so from a player's perspective having advantage is great.
But having advantage is not worth giving up an attack for. Two attacks without advantage are better than one attack with advantage, and I am pretty sure that this is true for all scenarios. So taking an action to gain advantage ironically never advantages you. You could profitably advantage someone more powerful, or you can profitably multiple people but that one to one trade is never worth it.
And when I was talking about how useful the mechanic was, I meant from the perspective of a game designer. Other than maybe making things less fiddly, it turns out to not be very mathematically interesting in that running the numbers doesn't reveal situations that are problems in play that it solves. For example, taking an attack action to get a +4 bonus to hit on the next attack is sometimes mathematically profitable and solves a problem in play (weak creatures normally make boring foes). But as we've just demonstrated from the math, taking an attack action to get advantage is not only less interesting it doesn't do anything profitable. So now I'm less interested in importing advantage/disadvantage than I was before.
Bucket on the head to blind a target is a pretty silly idea, yeah.I do try to make combat interesting and different, some things I do.
However, there are potential issues with improvised attacks. Let's say I have an enemy put a bucket on the PC's head. Cool. PC is temporarily blinded. Except ... I've now established that a bucket can blind enemies. Since it's not a special ability, what NPCs and monsters can do, PCs can also do. So suddenly the fighter is carrying around a sack of buckets and putting them on enemy's heads so that the rogue gets advantage. That ... would feel too silly for me.
- If the enemy has more than 2 attacks in a round (either that enemy or allies), use one to knock prone.
- Have weaker allies use the help action to grant advantage.
- Small enemies take advantage of small spaces, including things like tunnels where even small creatures need to squeeze.
- Take advantage of the environment in any number of ways such as a monster immune to fire pulling a PC into fire.
- Have enemies grapple and carry off a PC, potentially to other enemies waiting in the wings.
I'm not saying we shouldn't allow improvised actions in combat, we should and I do. Just be careful what you allow. Unless of course you want fights where everyone looks like this:
View attachment 252989
Weren’t Tucker’s kobolds meant as a positive example?sounds great... but maybe teetering near 'tucker's kobolds'