General:
If you can burst down enemies in 2 turns then its the best option. Also what should martial characters do when not dps? They cant do anything else.
The "Alphastrike problem" was even present in some groups in Dungeons and Dragons 4th Edition, and there combat lasts 4-5 turns not 2-3 as in 5E.
The reason why this was not always the case is that 4E had the possibility to do other roles (Controller (debuff and area damage), Leader (heal and buffs) and defender (protecting allies)) fully supported. Of course in many groups players did focus on other things than just damage because of that, but for some groups the alphastrike problem was still there.
What I mean with 4E fully support other roles is that you have mechanics which allow you to protect allies (reactions, good opportunity attacks, cover rules which are not ignored), as well as strong heal as minor action (not just Jojo) as well as encounter long buffs, and long lasting (but not instant win) debuffs to control things.
Also with combinations like prone and slow you could hinder enemies from attacking you altogher, since slow did reduce movement to only 2 squares and prone cost whole movement to get up. So as a controller you could spend your turn to maybe make 1-3 monsters unable to attack and deal some damage to them.
Solutions from other games:
However,
D&D 4e had many mechanics against this, some groups just ignored several of these mechanics or "made the game faster" (sometimes by halving XP). So here what 4e does against the alphastrike problem (but again not all of them can work in 5E because of the too short combat and other mechanics):
- 4e has minions. 1 hp enemies (ehich can only be killed with a hit not with a miss even if it does damage(. So if you attack an enemy (type) with your strongest attack before you know that they have more than 1 health, then you have a good chance to waste your power.
- Of course when you directly tell the players which enemies are minions this does not help.
- Even if not using minions, you can have a wide range of monster strength. Monsters could be level -3 or level +3. Or they can be elites (or solos but they are normally obvious). A +3 elite is 6 times as strong as a -3 normal enemy. So you do not want to waste your ultra burst on a wrak enemy. And 4e had the "bloody" mechanic. You learn when an enemy goes below 50% hp giving you a clue how much HP they have, helping you to not waste damage.
- Again telling the players who an elite is makes part of this less needed.
- Then 4e has 4 different defenses. And most classes have at least 2 different ones they can attack (eapecially casters non casters most often attack just against armor). Between a weak defense and a strong defense there is normally around a 20% hit chance difference (so 65% chance to hit or 45%). Do learning through weaker attacks what is the strong and wrak defrnses of enemies can help you not use your strong Reflex attack against the enemy which has a strong reflex defense.
- Some people even tell the players the stats of the enemies making this tactic unneeded
- then there also exist damage immunities for certain types, or resistances and weaknesses. So you might want to know beforehand if you want to attack with a strong ability.
- Similar as above.
- combats would typically go around 5 turns often 6. You only having at most 1 daily spell (in average) per combat + you only having 4 encounter abilities + having several ways to use more than 1 encounter ability per turn. (Some dont need an action (but a minor action or reaction), you beinh able to use 2 attacks in a single turn every 2 combats in average and more) makes sure that in a normal combat you would need to do 1-3 at will attacks anyway, makes it worth to wait for good opportunities for abilities.
- However, some groups used house rules to cut HP by half because "faster combat = better" and then this does not apply.. (at that time many people took forever to take decisions because they were not used to them. And rpgs were played by even more people with no understanding of game design..)
- there are lots of abilities in the game which grant you conbat advantage against an enemy (+2 to hit), or leader abilities which grant you a temporary bonus to hit, or abilities to temporarily reduce the enemy defenses. So its normally worth to use the really good abilities when some good conditions are given. This was originally especially imoortsnt in higher levels (with more encounter and daily abilities)-
- however, some loud players did not like that teamplay was needed and complained a lot, so some feats were created to give more + hit on higher levels to make this less needed. (But still usefull!)
- Then most strong abilities are at least to some degree situational. Like often they are area attacks and of ciurse the strongedt the more enemies you can catch with it. 4e hss lots of forced movement which makrs it possible to clump enemies together zo create a perfect situation for such spells.
- However, if the GM just clumps them together from the start and the players are in range and have initiative then well... Other situational abilities might need allies next to an enemy, or you want to be able to kick an enemy into dangerous terrain (which some classes can also create) or similar things.
- Then using reinforcements. Its mentioned in thr DMG and the first sdventure hss a fight with them. But well that might be true for other games as well. So 4e also created a mechanic for reinforcements. The lurker monster roles. Monsters which hide/start invisible and only come out later trying to kill your squishy backline. I hope you then still have some strong sbilities to save them!
- Of course if you never use Lurkers, or let them attack the fighter round 1 this does not help.
- Also in case you think "well if it feels like enemies are missing there are lurkers", well you can also use enounter budget on hidden traps! Or use an elite among the enemy monsters (unless you use all the same monsters...) etc.
- Some enemies had some disruptive powers. Like kicking players away after 1 attack (even if they would do a multi attack which may hit 2+ more times). Or some other defensive reaction (get more defenses, take less damage for a round etc.) So you might want to use your strong (multiattack) powers only when you know the enemy has most likely no more strong defensive abilities (most enemies only have 1 or 2 abilities. Some abilities are multi use, so you can test that first with a weaker attack etc.)
- However a GM is not forced to use such powers to waste alpha striking, so some may just not use such monsters.
Another game which has mechanics against the alphastrike problem is
13th age:
- The combat also lasts 4-5 turns in average making bursting down harder especially with
- The main anti alphastrike mechanic mechanic the escalation dice, which allows to give enemies relative high defense, since each turn the bonus you add to your attacks increases (dice starts at 0 and then increases up to 6 and it gets added to attack rolls). This means its normally not ideal to just try to use your strong bursts in turn 1 or 2. So defensive options become better: Combat Rules – 13th Age SRD
- Some classes also have attack "chains" where later attacks gets stronger, like 2 classes can/need to charge their attacks, while the monk has a progression
- Still 13th age also focus of damage, because without the grid there is not a big focus on movement, so many effects cant really be done anymore.
Conclusion
- If combat is too short, there is no space for anything besides damage
- If (some) classes cant do anything effective besides damage, there is no good reason to no maximize damage
- You can use some mechanics to help against "full burst" / pure DPS, but its more against burst damage than general damage