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Looking for advice on combat DnD 5e as a DM
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<blockquote data-quote="Imaculata" data-source="post: 6911806" data-attributes="member: 6801286"><p><strong>When I decide on the tactics of my monsters, I follow the following basic rules:</strong></p><p></p><p><strong>Basic undead</strong> are usually stupid, especially the mindless kind such as zombies and skeletons. They attack what ever is nearest to them. Zombies have the benefit of having both sight and hearing. Skeletons act only on what they can actually see. They are dumb, and will walk straight into a trap. They fight till the death.</p><p></p><p><strong>Human opponents</strong> value their own life. They will retreat if their numbers or health are reduced too much, or surrender if escape seems impossible. They will also focus on either the biggest threat, or the weakest link in the party. I basically run them, as a player would play their character. Human opponents will focus on the healer, if that is what I want them to do. Or they'll go after the squishy spell caster first. They'll also be clever about their choice of spells, and pick a spell that is most effective against the biggest threat that they see. Human opponents can also use formations, and understand the difference between a front and a back line. It is important for all human opponents to have clear motivations.</p><p></p><p><strong>Orcs </strong>can be as intelligent as humans, but I usually play them a bit more stupid. Their evil gets the better of them, and they don't want to be seen as cowards by other orcs. If they have a leader, they could be very well organized. But as soon as that leader dies, it could all fall apart. They are also prone to turning on each other, unless there is something or someone to keep them in line.</p><p></p><p><strong>Kobolds </strong>are cowards. They can be very well organized, but their sense of self preservation usually gets the better of them. They can fight in formations, and use traps and strategy. But they are more likely to flee, than to fight to the death.</p><p></p><p><strong>Animals </strong>also have a sense of self preservation. They flee if they are dying, but they obviously don't surrender. They attack what ever is close, or seems like the biggest threat, or what ever does the most damage to them. They don't understand the value of focusing on a single target, and a PC can easily lose aggro, if another PC attacks the same creature. They are also often afraid of fire.</p><p></p><p><strong>Demons and intelligent undead</strong> will use devious tactics and trickery, if possible. They will pick on whoever is the weakest link, and make sure to prioritize the target that seems to be at the lowest health. They will lie, they will deceive, and they can be downright cruel and devious in their tactics. They are not above fleeing, but probably would not surrender.</p><p></p><p><strong>Automatons </strong>follow a basic protocol. They usually have very specific instructions, and follow those to the letter. If their job is to guard an entrance, they will guard that entrance, and only that entrance. They may not give pursuit when a PC flees outside their intended patrol area, and return to their original position. They usually have no intelligence, and they don't retreat or surrender.</p><p></p><p><strong>Ghosts </strong>can be as intelligent as they were in life, but their motivations as ghosts are different. They no longer value their life, since they are dead, and don't retreat or surrender. But they may haunt only a limited area, and attack only those that anger them. Motivation for ghosts is very important.</p><p></p><p><strong>Dragons </strong>are extremely intelligent, and can be merciless in their tactics. They will stay in the air if possible, or if they are inside their lair, they will leave the lair first, and then take to the sky. They will pursue the players, and burn everything to the ground where they attempt to hide. If the players flee to a town, the dragon burns down the town. They may retreat if wounded, but they won't forget, and they will be back. Especially if some of their treasure was stolen.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6911806, member: 6801286"] [B]When I decide on the tactics of my monsters, I follow the following basic rules:[/B] [B]Basic undead[/B] are usually stupid, especially the mindless kind such as zombies and skeletons. They attack what ever is nearest to them. Zombies have the benefit of having both sight and hearing. Skeletons act only on what they can actually see. They are dumb, and will walk straight into a trap. They fight till the death. [B]Human opponents[/B] value their own life. They will retreat if their numbers or health are reduced too much, or surrender if escape seems impossible. They will also focus on either the biggest threat, or the weakest link in the party. I basically run them, as a player would play their character. Human opponents will focus on the healer, if that is what I want them to do. Or they'll go after the squishy spell caster first. They'll also be clever about their choice of spells, and pick a spell that is most effective against the biggest threat that they see. Human opponents can also use formations, and understand the difference between a front and a back line. It is important for all human opponents to have clear motivations. [B]Orcs [/B]can be as intelligent as humans, but I usually play them a bit more stupid. Their evil gets the better of them, and they don't want to be seen as cowards by other orcs. If they have a leader, they could be very well organized. But as soon as that leader dies, it could all fall apart. They are also prone to turning on each other, unless there is something or someone to keep them in line. [B]Kobolds [/B]are cowards. They can be very well organized, but their sense of self preservation usually gets the better of them. They can fight in formations, and use traps and strategy. But they are more likely to flee, than to fight to the death. [B]Animals [/B]also have a sense of self preservation. They flee if they are dying, but they obviously don't surrender. They attack what ever is close, or seems like the biggest threat, or what ever does the most damage to them. They don't understand the value of focusing on a single target, and a PC can easily lose aggro, if another PC attacks the same creature. They are also often afraid of fire. [B]Demons and intelligent undead[/B] will use devious tactics and trickery, if possible. They will pick on whoever is the weakest link, and make sure to prioritize the target that seems to be at the lowest health. They will lie, they will deceive, and they can be downright cruel and devious in their tactics. They are not above fleeing, but probably would not surrender. [B]Automatons [/B]follow a basic protocol. They usually have very specific instructions, and follow those to the letter. If their job is to guard an entrance, they will guard that entrance, and only that entrance. They may not give pursuit when a PC flees outside their intended patrol area, and return to their original position. They usually have no intelligence, and they don't retreat or surrender. [B]Ghosts [/B]can be as intelligent as they were in life, but their motivations as ghosts are different. They no longer value their life, since they are dead, and don't retreat or surrender. But they may haunt only a limited area, and attack only those that anger them. Motivation for ghosts is very important. [B]Dragons [/B]are extremely intelligent, and can be merciless in their tactics. They will stay in the air if possible, or if they are inside their lair, they will leave the lair first, and then take to the sky. They will pursue the players, and burn everything to the ground where they attempt to hide. If the players flee to a town, the dragon burns down the town. They may retreat if wounded, but they won't forget, and they will be back. Especially if some of their treasure was stolen. [/QUOTE]
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