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General Tabletop Discussion
*Dungeons & Dragons
How do you handle the issue of initiative versus tactical enemy responses?
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<blockquote data-quote="discosoc" data-source="post: 6990966" data-attributes="member: 6801554"><p>Sounds like the OP is treating this as a tactical minis game like warhammer, and not a roleplaying game. You can get all tactical on your players just fine; the key is to understand if your the bad guys are capable of knowing what you (the DM) knows.</p><p></p><p>Bandits ambush your players. Odds are they won't know who the healer is right off the bat, but even if they *did* know (previous knowledge or maybe the healer has some "healing uniform" or something to tip it off), people are generally not going to target that person in the first place. It's like, if you have a robed cleric and a huge guy in platemail carrying a 2-handed sword right next to him, sane people won't just ignore the guy most likely to kill him simply because going after the healer is a "better tactic." Maybe a ranged bandit takes a shot at him, but the front line guys are going to focus on the threat.</p><p></p><p>Here's another real-world example. Not sure how many of you have stumbled across a bear in the wild, but it's scary as hell. Doesn't matter how many times it happens, or what kind of gun you have, the bear is going to freak you out. Even with training and enough exposure, it would be a real psychopath who voluntarily tries to run past that bear to get to the safe shelter (gun or some other better "tactical" choice). Big scary things that are capable of quick acts of powerful violence -- especially those with unknown intentions, or that you just provoked -- are not the kinds of things people just ignore in favor of killing the guy in a dress.</p><p></p><p>So as a DM, a big part of your job is making sure that you're filtering the actions of your NPC's through whatever makes sense to *them* rather than what makes sense to you.</p></blockquote><p></p>
[QUOTE="discosoc, post: 6990966, member: 6801554"] Sounds like the OP is treating this as a tactical minis game like warhammer, and not a roleplaying game. You can get all tactical on your players just fine; the key is to understand if your the bad guys are capable of knowing what you (the DM) knows. Bandits ambush your players. Odds are they won't know who the healer is right off the bat, but even if they *did* know (previous knowledge or maybe the healer has some "healing uniform" or something to tip it off), people are generally not going to target that person in the first place. It's like, if you have a robed cleric and a huge guy in platemail carrying a 2-handed sword right next to him, sane people won't just ignore the guy most likely to kill him simply because going after the healer is a "better tactic." Maybe a ranged bandit takes a shot at him, but the front line guys are going to focus on the threat. Here's another real-world example. Not sure how many of you have stumbled across a bear in the wild, but it's scary as hell. Doesn't matter how many times it happens, or what kind of gun you have, the bear is going to freak you out. Even with training and enough exposure, it would be a real psychopath who voluntarily tries to run past that bear to get to the safe shelter (gun or some other better "tactical" choice). Big scary things that are capable of quick acts of powerful violence -- especially those with unknown intentions, or that you just provoked -- are not the kinds of things people just ignore in favor of killing the guy in a dress. So as a DM, a big part of your job is making sure that you're filtering the actions of your NPC's through whatever makes sense to *them* rather than what makes sense to you. [/QUOTE]
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How do you handle the issue of initiative versus tactical enemy responses?
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