A bit of a definition. By "problem" I mean how many tables focus on doing as much damage as possible as choice #1, 2 and 3 when planning combat. And I understand that this isn't a problem for some people because a) they might like to play that way, or b) they have players that aren't focused on DPR so they use other options anyway.
That out of the way, let's go on to the actual problem as I define it: Players looking at DPR as the primary options when doing combat as opposed to other alternatives (like crowd control, debuffing, etc.). I've heard several folks in the past say that offense is always better than defense. Always. I disagree with that unless you recharge all resources after every battle, but that's a discussion for another day. Let's assume this is true. We also know that there have been many complaints about D&D
- lasting only a couple rounds of combat, even boss battles.
- HP bloat to make enemies last longer isn't really all that fun.
Assuming that 90% of the time, players will always choose to do more DPR than anything else, how do we fix that? How do we make the combat encounter more well-rounded with choices other than just damage? For example, if a boss battle lasts 6-7 (ha!) rounds instead of only 3-4, then choices like DoT or debuffing look a lot more attractive. But we don't want to just give more HP because that's boring. Some options include:
- having a way to mitigate or debuff the players
- using mooks to soak up PC spells and resources
- mechanics like legendary resistance (which I don't like btw)
- expanding the battlefield so terrain and movement are more of a factor
- prepared battle spaces, sort of like lair actions but more robust
- multi-stage encounter (video game boss fights are well known for this)
If you're encountering this problem, what are some of your solutions?