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General Tabletop Discussion
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How do you handle the issue of initiative versus tactical enemy responses?
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<blockquote data-quote="Rya.Reisender" data-source="post: 6990881" data-attributes="member: 6801585"><p>Okay, first of all, focus fire is usually not such a good idea because then you just drop one character dead and that won't be very fun for that character's player.</p><p></p><p>But then again, players have a few ways to prevent that: They can melee engage the enemy in melee, block pathways and make their squishy PCs end their turn around the corner, etc.</p><p></p><p>So... if the rogue stands in the middle of the room, completely unprotected, surrounded by smart enemies. Yeah, I'd totally focus him until he drops unconscious, but this usually doesn't happen because I'm not the only one playing smart.</p><p>Once the rogue is unconscious I won't attack him anymore, conscious enemies are a bigger threat so it makes more sense focusing on them even for smart enemies.</p><p></p><p>My players do feel challenged because:</p><p>- I always push them to their limits until they can take the next long rest</p><p>- I occasionally have someone drop unconscious</p><p>- Various battles are close calls</p><p>- Players that play longer with me know that I'll definitely go for TPK if they do a mistake so they are always careful</p><p></p><p>The biggest factor to make damage balanced is the decision between:</p><p>Do I risk an opportunity attack to focus fire on someone on the back line or try to get rid of the one next to me first? Both actions are completely reasonable for smart enemies, so you can go either way to keep damage balanced and still feel the enemy isn't acting dumb.</p></blockquote><p></p>
[QUOTE="Rya.Reisender, post: 6990881, member: 6801585"] Okay, first of all, focus fire is usually not such a good idea because then you just drop one character dead and that won't be very fun for that character's player. But then again, players have a few ways to prevent that: They can melee engage the enemy in melee, block pathways and make their squishy PCs end their turn around the corner, etc. So... if the rogue stands in the middle of the room, completely unprotected, surrounded by smart enemies. Yeah, I'd totally focus him until he drops unconscious, but this usually doesn't happen because I'm not the only one playing smart. Once the rogue is unconscious I won't attack him anymore, conscious enemies are a bigger threat so it makes more sense focusing on them even for smart enemies. My players do feel challenged because: - I always push them to their limits until they can take the next long rest - I occasionally have someone drop unconscious - Various battles are close calls - Players that play longer with me know that I'll definitely go for TPK if they do a mistake so they are always careful The biggest factor to make damage balanced is the decision between: Do I risk an opportunity attack to focus fire on someone on the back line or try to get rid of the one next to me first? Both actions are completely reasonable for smart enemies, so you can go either way to keep damage balanced and still feel the enemy isn't acting dumb. [/QUOTE]
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How do you handle the issue of initiative versus tactical enemy responses?
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