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
*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
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
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How Does A Fighter Deal With Falling In Battle?
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="Jaelommiss" data-source="post: 6802819" data-attributes="member: 6775925"><p>You're probably not going to like this answer, but to me letting the enemy have even a single attack is the result of a strategic failure. Play smart and cunning, and be utterly ruthless. If an enemy is able to harm you significantly on a hit, then they could crit and kill you. Don't give them that chance. </p><p></p><p>Use hit and run tactics, ambush them, poison their food, blind them with ceramic pots of sand that you heated over a fire. Disarm them and throw away their weapon. If they have prepared defenses, find a way around, out wait them (if magical), destroy them, or deceive your way past them. Take time to gather accurate intelligence. Learn their watch rotation. An adventuring party is a high mobility team that can use any crack to shatter defenses if you only take time to find one.</p><p></p><p>The moment your victory relies on HP attrition you doom yourself to failure. Sooner or later something will have more HP or end up rolling better than you. PCs will be in dozens of battles, and you only need to die once to lose your character (depending on your campaign's rules on Raise Dead).</p><p></p><p></p><p>I'll give you an example. I'm playing in a game where everyone is level 3. Tonight we will be facing a CR 8 downgraded Roc. If we rely on trading blows until it stops moving, we will lose. I've seen its stats, and it'll easily drop each of us in a single turn. So, we need to play smart. We're planning on smearing toxic mushrooms on a cow and leaving it out for the Roc. DM willing, we're then going to use a ballista to launch a harpoon at it and reel it back to the ground. A poisoned, land-bound Roc is significantly easier, and we might even have a chance of defeating it in a straight up fight. But that's not enough. Next we'll net it so that it can't move at all. Then, and only then, will we engage it using ranged attacks. This is still a monstrous bird that could crit any one of us down to instant death so we cannot afford to let it attack even once. Giving it that chance would be a mistake by all reasonable metrics. </p><p></p><p>In a typical D&D campaign this generally isn't necessary because DMs tend to scale challenges to the party's strength. If, however, you want to seem godlike for your level, then taking a minute to plan the optimal assault plan (time willing) will drastically increase your overall effectiveness.</p><p></p><p>Edit: I really went off on a tangent there. To relate it back to the OP, going unconscious sucks. It means you are no longer able to choose what you do, and that is generally not enjoyable. Playing smart reduces the chance of going unconscious, and therefore reduces the time spent being unable to choose what you do.</p></blockquote><p></p>
[QUOTE="Jaelommiss, post: 6802819, member: 6775925"] You're probably not going to like this answer, but to me letting the enemy have even a single attack is the result of a strategic failure. Play smart and cunning, and be utterly ruthless. If an enemy is able to harm you significantly on a hit, then they could crit and kill you. Don't give them that chance. Use hit and run tactics, ambush them, poison their food, blind them with ceramic pots of sand that you heated over a fire. Disarm them and throw away their weapon. If they have prepared defenses, find a way around, out wait them (if magical), destroy them, or deceive your way past them. Take time to gather accurate intelligence. Learn their watch rotation. An adventuring party is a high mobility team that can use any crack to shatter defenses if you only take time to find one. The moment your victory relies on HP attrition you doom yourself to failure. Sooner or later something will have more HP or end up rolling better than you. PCs will be in dozens of battles, and you only need to die once to lose your character (depending on your campaign's rules on Raise Dead). I'll give you an example. I'm playing in a game where everyone is level 3. Tonight we will be facing a CR 8 downgraded Roc. If we rely on trading blows until it stops moving, we will lose. I've seen its stats, and it'll easily drop each of us in a single turn. So, we need to play smart. We're planning on smearing toxic mushrooms on a cow and leaving it out for the Roc. DM willing, we're then going to use a ballista to launch a harpoon at it and reel it back to the ground. A poisoned, land-bound Roc is significantly easier, and we might even have a chance of defeating it in a straight up fight. But that's not enough. Next we'll net it so that it can't move at all. Then, and only then, will we engage it using ranged attacks. This is still a monstrous bird that could crit any one of us down to instant death so we cannot afford to let it attack even once. Giving it that chance would be a mistake by all reasonable metrics. In a typical D&D campaign this generally isn't necessary because DMs tend to scale challenges to the party's strength. If, however, you want to seem godlike for your level, then taking a minute to plan the optimal assault plan (time willing) will drastically increase your overall effectiveness. Edit: I really went off on a tangent there. To relate it back to the OP, going unconscious sucks. It means you are no longer able to choose what you do, and that is generally not enjoyable. Playing smart reduces the chance of going unconscious, and therefore reduces the time spent being unable to choose what you do. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How Does A Fighter Deal With Falling In Battle?
Top