ClaytonCross
Kinder reader Inflection wanted
D&D 5E is pretty bad at tactical combat, and the suggestions you've made don't really improve that, I'd suggest.
You would suggest what? That is the point of the thread... Where are your suggestions. I would love to hear them. I don't see any in the rest of your post.
I don't disagree with anything you said but you missed my point entirely. #1 if your current style of play is not working try different things. #2 if your complaining about dragons being simple easy fights that are not worth their CR and your 100% of the time ignoring that they can fly and fight in rage stupidity then your whats making them easy not the design of the dragon. Sure intelligent creature do dumb things sometimes but isn't making them that way all the time the same mistake? #3 If your doing it with dragons, your likely doing it with just about every thing else.... see #1.D&D 4E, on the other hand, was extremely good at tactical combat. That actually was vaguely comparable to the examples given, unlike 5E, where your options, especially for non-casters, are typically extremely limited.
Re: dragons, I don't agree with much of what you've said. That's one approach, and it's not one a lot of D&D products use, in my experience, especially as much of what you're suggesting is entirely outside the rules and up to DM fiat. But the creaky boring old "oh dragons should just strafe the party and never engage and always try and fly away!" thing (which has been around since like, the late '80s) is ridiculous nonsense that I've seen lead to extremely boring sessions, or ones, again, reliant on DM fiat.
As I pointed out, being intelligent doesn't mean much. They're still one person - and people, including smart people, and especially arrogant people (which almost all dragons are), make bad mistakes. Most dragons probably aren't even experienced fighters, simply because almost nothing can face them down.
Am I wrong on any of these points?
I didn't list a lot for non-casters? Like "10ft/Pole arm melee, Stealthy attackers, Hit and run melee, (we can add defenders there are number of feats and abilities that allow melee character reactions to redirect or prevent or less damage, we can add Attackers with nets for crowd control which 10ft melee can also do) , Special actions legendary actions, opportunity attacks, shove, grapple, dodge, disengage, voluntarily prone, and simply waiting the right time to attack. Terrain lair actions, hiding spots/visibility/line of sight, cover/lines of fire, Restrictions of movement/separated forces/choke points/hindering terrain. Weather hiding spots/visibility/line of sight, cover/lines of fire, Restrictions of movement/separated forces/choke points/hindering terrain. Motivations and Friendly rivalry apply to them too..
I don't see alot of encouters short melee so its not something thought too much about however I am asking for suggestions.... So if you have more melee options I would LOVE to hear them and add them to the list.