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Community
General Tabletop Discussion
*Dungeons & Dragons
Letting the enemy have even a single attack is the result of a strategic failure.
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<blockquote data-quote="The Crimson Binome" data-source="post: 6802958" data-attributes="member: 6775031"><p>The same could be said from the perspective of your enemies. If your goal is to avoid a back-and-forth open combat, and just crush your enemies outright, then you need to expect that the same thing will happen to the PCs sooner or later. If the party goes around collapsing the bad guy's lair to avoid having a fight, then eventually the PCs will be murdered in their sleep without even needing to roll dice, because apparently that's how the world works.</p><p></p><p>Once initiative has been rolled, any expectations are reduced to probabilities. If your goal is to avoid letting them attack, then you need to avoid rolling initiative. It's not "bad strategy" if you roll poorly on your attack. A more realistic goal would be to not take more than half of your HP in a single encounter, or nobody should be hit more than once, or something like that.</p><p></p><p>One of the things where 4E seriously ruined D&D forever was in its ludicrous healing rates. Back in the day, you could have had a (somewhat unreasonable) goal to not take damage, because any damage taken now would increase the likelihood of death and failure down the line. You would usually fail, but it was a failure in degrees, and keeping your goal in mind would mean you took as little damage as possible. Ever since healing surges and overnight-full-heal, your HP are a constantly-replenishing resource that you <em>should</em> be spending in order to focus on some objectives at the expense of others; if you try to avoid <em>all</em> damage, then you're unnecessarily limiting your options, and you might miss out on the best solution just because it involved the whole party eating a friendly fireball or two.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6802958, member: 6775031"] The same could be said from the perspective of your enemies. If your goal is to avoid a back-and-forth open combat, and just crush your enemies outright, then you need to expect that the same thing will happen to the PCs sooner or later. If the party goes around collapsing the bad guy's lair to avoid having a fight, then eventually the PCs will be murdered in their sleep without even needing to roll dice, because apparently that's how the world works. Once initiative has been rolled, any expectations are reduced to probabilities. If your goal is to avoid letting them attack, then you need to avoid rolling initiative. It's not "bad strategy" if you roll poorly on your attack. A more realistic goal would be to not take more than half of your HP in a single encounter, or nobody should be hit more than once, or something like that. One of the things where 4E seriously ruined D&D forever was in its ludicrous healing rates. Back in the day, you could have had a (somewhat unreasonable) goal to not take damage, because any damage taken now would increase the likelihood of death and failure down the line. You would usually fail, but it was a failure in degrees, and keeping your goal in mind would mean you took as little damage as possible. Ever since healing surges and overnight-full-heal, your HP are a constantly-replenishing resource that you [I]should[/I] be spending in order to focus on some objectives at the expense of others; if you try to avoid [I]all[/I] damage, then you're unnecessarily limiting your options, and you might miss out on the best solution just because it involved the whole party eating a friendly fireball or two. [/QUOTE]
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Letting the enemy have even a single attack is the result of a strategic failure.
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