S
Sunseeker
Guest
In 4e we ruled that if all the monsters go on the same initiative, each one still counts as having his own turn, so the fighter would get the OA against each one. I would probably treat 5e the same way.
I agree with this, and yes I realize that DDN only allows one OA per round, but frankly, with "move, attack, move", it becomes the only solution that doesn't allow the enemy to play "hit and run" all day long, which of course is a great strategy, but it's one of those "if the AI was really that smart, they'd win." Which doesn't make for a very enjoyable game when your foes keep employing the same tactics and keep trouncing you.
I've made some general alterations to my game, and I generally allow my players to act as a group, since you can hold your turn until a specific action takes place, the group already has the option to buckle down and group up their initiative. So I just skip the foreplay and let them all act as a coordinated group in whatever order they want within that group action.
To some extent, the solution is for bad guys to do dumb things, like charge in and not run away.
As a DM, I simply wouldn't do that. If a group of monsters are all attacking, then have them behave as a group of attacking monsters would. Either they hang back and attack at range, or they charge as a group.
This too. Like with my players, if my NPCs are a coordinated group (which acting in sequential initiative can imply), they coordinate their actions. Not all NPCs are going to be a coordinated group, even if they act in a block inititive, and when they do, I'll often provide a "leader" NPC. Someone for the players to take out in order to disrupt a coordinated foe. Yay morale bonuses/penalties!