FrogReaver
The most respectful and polite poster ever
So let's have a discussion about the dodge action. How useful do you think it is? Do you think most players undervalue it? I do.
The dodge action typically causes one of 2 outcomes. It can greatly reduces the damage the dodging PC takes from attacks. It can cause damage to be spread out to other party members.
Why can these be better outcomes as opposed to just trying to kill enemies faster? Let's first talk about the notion of team success. I consider team success to be when no party member dies. If someone died the team ultimately failed even though the game goes on.
So with the mindset of team success it's fine for the team to take a bit more total damage as long as that damage is distributed more evenly over the whole team. More evenly distributed damage on the PC team tends to lead to fewer deaths even when higher amounts of total damage are dealt with.
Assuming dodge's worst case is spreading damage around while also causing the party to take more damage as opposed to preventing damage, then let's analyze. As long as the extra damage it forces upon the party is being spread around between more and more PC's then dodging is still useful in a single fight context as long as the extra damage it places upon the party doesn't reach a level where all the party members all start being at significant risk of death.
The party taking more damage can sometimes place a greater drain on healing resources, except 5e is set up so that the group is typically more capable of restoring 8 hp on 5 characters than 25 on a single one. (Typically more efficienct group healing spells and hit dice for every PC). I don't forsee healing resources being an issue in this sense.
My conclusion is that PC's should make use of the dodge action just to spread damage around as this improves the chances for the teams success while not typically causing any additional resource drain due to enemies staying alive longer.
The dodge action typically causes one of 2 outcomes. It can greatly reduces the damage the dodging PC takes from attacks. It can cause damage to be spread out to other party members.
Why can these be better outcomes as opposed to just trying to kill enemies faster? Let's first talk about the notion of team success. I consider team success to be when no party member dies. If someone died the team ultimately failed even though the game goes on.
So with the mindset of team success it's fine for the team to take a bit more total damage as long as that damage is distributed more evenly over the whole team. More evenly distributed damage on the PC team tends to lead to fewer deaths even when higher amounts of total damage are dealt with.
Assuming dodge's worst case is spreading damage around while also causing the party to take more damage as opposed to preventing damage, then let's analyze. As long as the extra damage it forces upon the party is being spread around between more and more PC's then dodging is still useful in a single fight context as long as the extra damage it places upon the party doesn't reach a level where all the party members all start being at significant risk of death.
The party taking more damage can sometimes place a greater drain on healing resources, except 5e is set up so that the group is typically more capable of restoring 8 hp on 5 characters than 25 on a single one. (Typically more efficienct group healing spells and hit dice for every PC). I don't forsee healing resources being an issue in this sense.
My conclusion is that PC's should make use of the dodge action just to spread damage around as this improves the chances for the teams success while not typically causing any additional resource drain due to enemies staying alive longer.