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General Tabletop Discussion
*Dungeons & Dragons
Opportunity attacks : low vs high level consequences
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<blockquote data-quote="KarinsDad" data-source="post: 6357899" data-attributes="member: 2011"><p>I think that a lot of this is moot.</p><p></p><p>In scenarios where the high level wizard is mobbed, one Shield spell will give him the time he needs to counterattack. </p><p></p><p>At high levels, the fighter no longer has to be a tank. Most PCs will have a decent AC by then and good hit points. Sure, the fighter might have a bit more, but if the fighter can handle 4 foes attacking him, the bard can handle 3 and the wizard with a shield spell up can handle at least 3 and maybe more. Lower level mobs will not hit frequently (maybe 50% max) for most PCs and their damage will be weaker. In any case, unlike 4E where it took several rounds to drop a few foes, 5E will start having foes drop starting in round one due to focused fire, novas, aoes, etc. And in scenarios like these, other classes might be doing things like bards and clerics buffing (or to a lesser extent healing).</p><p></p><p>The fighter is not as sticky, but other PCs can take care of themselves a lot more than they could at lower levels.</p><p></p><p>Problems might creep in with mixed high and low level parties of NPCs (few of the former, many of the latter), but even there, the advantage of PCs at high levels is that they have a LOT of options. NPCs tend to have few options. Just when the DM thought the PCs were in serious trouble, a PC casts a wall spell and half of the NPCs are out of the combat for a few rounds, just long enough for the PCs to mop up the other half and readjust their positions.</p><p></p><p>I don't buy that tanking less means more death for the squishier PCs at higher levels, it just means that all players have to gradually learn better tactics while they are gaining levels. Obvious things that worked pretty well at lot level might not work as well later on. Like tanking.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6357899, member: 2011"] I think that a lot of this is moot. In scenarios where the high level wizard is mobbed, one Shield spell will give him the time he needs to counterattack. At high levels, the fighter no longer has to be a tank. Most PCs will have a decent AC by then and good hit points. Sure, the fighter might have a bit more, but if the fighter can handle 4 foes attacking him, the bard can handle 3 and the wizard with a shield spell up can handle at least 3 and maybe more. Lower level mobs will not hit frequently (maybe 50% max) for most PCs and their damage will be weaker. In any case, unlike 4E where it took several rounds to drop a few foes, 5E will start having foes drop starting in round one due to focused fire, novas, aoes, etc. And in scenarios like these, other classes might be doing things like bards and clerics buffing (or to a lesser extent healing). The fighter is not as sticky, but other PCs can take care of themselves a lot more than they could at lower levels. Problems might creep in with mixed high and low level parties of NPCs (few of the former, many of the latter), but even there, the advantage of PCs at high levels is that they have a LOT of options. NPCs tend to have few options. Just when the DM thought the PCs were in serious trouble, a PC casts a wall spell and half of the NPCs are out of the combat for a few rounds, just long enough for the PCs to mop up the other half and readjust their positions. I don't buy that tanking less means more death for the squishier PCs at higher levels, it just means that all players have to gradually learn better tactics while they are gaining levels. Obvious things that worked pretty well at lot level might not work as well later on. Like tanking. [/QUOTE]
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Opportunity attacks : low vs high level consequences
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