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How meticulous can the planning be in a six-second combat round?
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<blockquote data-quote="eamon" data-source="post: 4980923" data-attributes="member: 51942"><p>That was me. In my experience it's much much easier as DM (I both DM and play). There's a few factors contributing here. </p><p></p><p></p><ul> <li data-xf-list-type="ul">There's the ease of coordination - no miscommunication or different priorities or interpretations. In combat, most parties suffer from the "let's split up!" syndrome to some extent whereby each player focuses on what <em>they </em>perceive to be the optimal target. Focused fire is however, very valuable, and so while you try that, it's just easier for one person to pull off.</li> <li data-xf-list-type="ul">Initiative issues: often many monsters share the same initiative. This makes planning easier.</li> <li data-xf-list-type="ul">Power issues: the PCs have many, many more powers. Particularly, they invariably don't know all of each others powers perfectly; so they'll forget the limitations or abilities of each others characters. Typically, say, it's easy for the rogue to forget that the Avenger isn't a great flanking buddy because OoE means the Avenger isn't as free to choose is square as seems - and thus make false assumptions. Or ask for (and plan around!) a power that is actually a sub-par option, so that things turn out differently than hoped. Even for their own PC's, they simply need to make much more complex choices than the DM (save this daily power for another fight or use it now? - the DM's just always uses up all abilities)</li> <li data-xf-list-type="ul">Preparation. The DM fights largely the same party each time. He roughly knows what to expect and it's easy to make natural tactical choices. Also, because the PC's have such a broad range of powers, it's often simply less important what the DM does; they'll have some power that's good for the situation. By contrast the same does not hold the other way around; the player's don't know their enemies strengths, and even if the PC's managed good knowledge checks, combat is complex and they're likely to miss a few implications. They are forced to absorb new information and rethink tactics constantly. That trap there? The DM knew it was coming, and even if he plays the monster as if it didn't, it still means the DM can <em>think</em> about it faster.</li> <li data-xf-list-type="ul">Pressure: the DM doesn't actually play to win. It's OK for some of his monsters to just "charge into the fray" even though it's obviously a stupid thing to do and will get them killed. The PC's need to balance that role-playing aspect with actual sane tactics too. There's not much risk for a DM; no much need to be careful to avoid making a tactically stupid mistake in a dramatic moment - 'cause if you do, well, there's always another encounter.</li> <li data-xf-list-type="ul">Oh, and not to be forgotten, fervor <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />. At least with our games, the DM is often the most "into" D&D and the ongoing game in particular. It's his world, his campaign, his story; he's often invested more of himself to get it working well than the players.</li> </ul><p>When the playing field is more balanced the tables may turn - such as when the PC's are fighting well known enemies in common terrain. But in a typical dungeon crawl with some interesting terrain, the game is set up to keep things dynamic for the PC's and require them to think on their feet, while it's made to keep the DM's job as straightforward and prepare-able as possible. And that's largely how it works out.</p><p></p><p><em><strong>Edit: </strong></em>Right, actually the point I'm trying to make is that the tactics on the PC's side are much more complex during combat and it's normal for them to need much more time than the DM ;-).</p></blockquote><p></p>
[QUOTE="eamon, post: 4980923, member: 51942"] That was me. In my experience it's much much easier as DM (I both DM and play). There's a few factors contributing here. [LIST] [*]There's the ease of coordination - no miscommunication or different priorities or interpretations. In combat, most parties suffer from the "let's split up!" syndrome to some extent whereby each player focuses on what [I]they [/I]perceive to be the optimal target. Focused fire is however, very valuable, and so while you try that, it's just easier for one person to pull off. [*]Initiative issues: often many monsters share the same initiative. This makes planning easier. [*]Power issues: the PCs have many, many more powers. Particularly, they invariably don't know all of each others powers perfectly; so they'll forget the limitations or abilities of each others characters. Typically, say, it's easy for the rogue to forget that the Avenger isn't a great flanking buddy because OoE means the Avenger isn't as free to choose is square as seems - and thus make false assumptions. Or ask for (and plan around!) a power that is actually a sub-par option, so that things turn out differently than hoped. Even for their own PC's, they simply need to make much more complex choices than the DM (save this daily power for another fight or use it now? - the DM's just always uses up all abilities) [*]Preparation. The DM fights largely the same party each time. He roughly knows what to expect and it's easy to make natural tactical choices. Also, because the PC's have such a broad range of powers, it's often simply less important what the DM does; they'll have some power that's good for the situation. By contrast the same does not hold the other way around; the player's don't know their enemies strengths, and even if the PC's managed good knowledge checks, combat is complex and they're likely to miss a few implications. They are forced to absorb new information and rethink tactics constantly. That trap there? The DM knew it was coming, and even if he plays the monster as if it didn't, it still means the DM can [I]think[/I] about it faster. [*]Pressure: the DM doesn't actually play to win. It's OK for some of his monsters to just "charge into the fray" even though it's obviously a stupid thing to do and will get them killed. The PC's need to balance that role-playing aspect with actual sane tactics too. There's not much risk for a DM; no much need to be careful to avoid making a tactically stupid mistake in a dramatic moment - 'cause if you do, well, there's always another encounter. [*]Oh, and not to be forgotten, fervor :-). At least with our games, the DM is often the most "into" D&D and the ongoing game in particular. It's his world, his campaign, his story; he's often invested more of himself to get it working well than the players. [/LIST] When the playing field is more balanced the tables may turn - such as when the PC's are fighting well known enemies in common terrain. But in a typical dungeon crawl with some interesting terrain, the game is set up to keep things dynamic for the PC's and require them to think on their feet, while it's made to keep the DM's job as straightforward and prepare-able as possible. And that's largely how it works out. [I][B]Edit: [/B][/I]Right, actually the point I'm trying to make is that the tactics on the PC's side are much more complex during combat and it's normal for them to need much more time than the DM ;-). [/QUOTE]
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How meticulous can the planning be in a six-second combat round?
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