Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Fixing the Offense Tunnel Vision problem
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="GrimCo" data-source="post: 9838577" data-attributes="member: 7044462"><p>Action economy is king in D&D. That's why high level fights against single boss monsters sucks. 4-5 PCs with multiple attacks have way more actions and can do much more per turn than boss. On the flip side, if you use 3:1 or 4:1 ratio of lower leveled monsters vs PCs, they won't have good time. Like you said, damage is best unless you can use save or suck spell with high probability chance of sticking. </p><p></p><p>Defense can work in a game with time limit and where draw is also positive outcome. First thing that comes to mind is Inter Milan in seasons 2004/5. They had 18 draws,18 wins, 2 losses. That's Serie A record for draws and they finished 3rd. Not bad. Defense was Italy's main tactics in 80s and 90s, specially in tournaments where it's more important not to lose, than to win, specially in early phases. In football, there were and still are two main schools of tought. One is defend first, then try to score if you can. Other one is "goal more" philosophy, where it doesn't matter if opponent scores, so long as you score more. Both have their merits, but second one is way more enjoyable to watch. </p><p></p><p></p><p>Unlike sports game, d&d fights usually don't have clock. Also, most of the times, there is no resource attrition since basic attacks are limitless. What's even worse is when 2 defensive specialists clash. Then you get slogfest, where round after round nothing happens (both side mostly miss, or they use abilities to negate hits/damage). That's how you get 1-2h fights. Low damage defense specialist vs high damage offense specialist is interesting. One chips away slowly, other misses a lot, but when it connects, it hurts bad. Then it's just matter of lasting long enough to land those 2-3 strong attacks needed to take down enemy.</p></blockquote><p></p>
[QUOTE="GrimCo, post: 9838577, member: 7044462"] Action economy is king in D&D. That's why high level fights against single boss monsters sucks. 4-5 PCs with multiple attacks have way more actions and can do much more per turn than boss. On the flip side, if you use 3:1 or 4:1 ratio of lower leveled monsters vs PCs, they won't have good time. Like you said, damage is best unless you can use save or suck spell with high probability chance of sticking. Defense can work in a game with time limit and where draw is also positive outcome. First thing that comes to mind is Inter Milan in seasons 2004/5. They had 18 draws,18 wins, 2 losses. That's Serie A record for draws and they finished 3rd. Not bad. Defense was Italy's main tactics in 80s and 90s, specially in tournaments where it's more important not to lose, than to win, specially in early phases. In football, there were and still are two main schools of tought. One is defend first, then try to score if you can. Other one is "goal more" philosophy, where it doesn't matter if opponent scores, so long as you score more. Both have their merits, but second one is way more enjoyable to watch. Unlike sports game, d&d fights usually don't have clock. Also, most of the times, there is no resource attrition since basic attacks are limitless. What's even worse is when 2 defensive specialists clash. Then you get slogfest, where round after round nothing happens (both side mostly miss, or they use abilities to negate hits/damage). That's how you get 1-2h fights. Low damage defense specialist vs high damage offense specialist is interesting. One chips away slowly, other misses a lot, but when it connects, it hurts bad. Then it's just matter of lasting long enough to land those 2-3 strong attacks needed to take down enemy. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fixing the Offense Tunnel Vision problem
Top