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<blockquote data-quote="DEFCON 1" data-source="post: 9506334" data-attributes="member: 7006"><p>This kind of sounds like your typical "puzzle fight"... wherein the object of the battle isn't purely just to knock the opponent down to zero HP, but to need to accomplish something else during the fight in addition to knocking the opponents to zero. Things like "knock down all the energized pillars to bring down the wall of force protecting the BBEG while the other enemies try and stop you", or "hop across all these islands in the lava pool to get to the other side to flip the switch that stops the cage holding the prisoner from descending into the lava."</p><p></p><p>In this case its "Avoid the massive damage by using a turn to run around the corner to hide from the attack before rushing up to finish the dragon off before they regain their breath weapon". It's a "puzzle" you kind of have to telegraph in order for it to work to allow your players to figure it out. You would need to show the dragon taking a round to inhale, then a round of it using the breath weapon that does so much damage that no one could survive it (even after successful saves). Then the dragon needing three rounds after that for the breath to recharge.</p><p></p><p>That's the only way that your players would probably consider the idea of running away during the intake phase. Because if you didn't telegraph it... they'd just take that one "empty" round of the dragon doing nothing but inhaling as just a free round of actions and not use it to duck and cover-- because with things like Opportunity Attacks and AoEs that "fill spaces"... the idea of using cover is not in most player's playbooks as legitimate tactics. You would need to train them to do that first.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9506334, member: 7006"] This kind of sounds like your typical "puzzle fight"... wherein the object of the battle isn't purely just to knock the opponent down to zero HP, but to need to accomplish something else during the fight in addition to knocking the opponents to zero. Things like "knock down all the energized pillars to bring down the wall of force protecting the BBEG while the other enemies try and stop you", or "hop across all these islands in the lava pool to get to the other side to flip the switch that stops the cage holding the prisoner from descending into the lava." In this case its "Avoid the massive damage by using a turn to run around the corner to hide from the attack before rushing up to finish the dragon off before they regain their breath weapon". It's a "puzzle" you kind of have to telegraph in order for it to work to allow your players to figure it out. You would need to show the dragon taking a round to inhale, then a round of it using the breath weapon that does so much damage that no one could survive it (even after successful saves). Then the dragon needing three rounds after that for the breath to recharge. That's the only way that your players would probably consider the idea of running away during the intake phase. Because if you didn't telegraph it... they'd just take that one "empty" round of the dragon doing nothing but inhaling as just a free round of actions and not use it to duck and cover-- because with things like Opportunity Attacks and AoEs that "fill spaces"... the idea of using cover is not in most player's playbooks as legitimate tactics. You would need to train them to do that first. [/QUOTE]
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