Random Attacks in Combat...a matter of DM style?

Anabstercorian: Ha! Well, if any PC of mine ever gets 26 INT or WIS, I'll cross that bridge when I come to it. I'd certainly allow them to attempt extremely difficulty INT or WIS checks or skill based checks and if they get lucky inform them of hiden things that would not be noticed by characters of 'mere mortal ken'. And I'd probably let them make 'clue saves' if they were going to do something truly and extraordinarily stupid. However, as far as letting them retcon past actions, I doubt it.

Other than the fact that it would lead to tremendous arguements if I did, slow down play, and possibly break the campaign, there are a couple of philosophical reasons for this. Unlike the physical attributes (str, dex, and con), the mental attributes (int, wis, chr) relate to things that the players themselves actually do in the course of roleplay. While I don't make a player cartwheel across the room when making a tumble check, I do expect the player to at least make an attempt at actual conversation before he is allowed a bluff or diplomacy or other chr based check. I expect a Bard character to if not bring a musical instrument and play it, to at least show some interest in having poetry to quote, song lines to chant, and so forth. Similarly, if a person is searching a room, I let him make a second check to find something if he specifically says he is searching the area where it is hid - even if his first more general search check ("I search the room.") failed. Neither do I penalize players with characters of low intelligence for acting cautiously and in effect intelligently (though if they don't RP _stupid_ well no bonus xp for them). All these things are RP as I know it, and I wouldn't want to remove them. For one thing, It makes my job fun when players play well, and I reward player who do it well with experience. As such, you as a player have a certain burden to play intelligently if your character is intelligent, wisely if your character is wise, and charismaticly if your character is charismatic (and interestingly no matter what). If you cannot play a character with 26 INT intelligently, I can help you only so much (allowing you intelligence checks if you are on the right track, or to give you hints, and so forth), but ultimately the burden is on you.

As for cursing me, players do that all the time. But, they are usually laughing at the time and seem to usually come back for more.

And look at it this way. My IQ may be pretty high, but it is pitted against the collective minds of all my players AND I have to keep the game flowing quickly, describe events continiously, and keep track of multiple creatures simultaneously. The burden of the DM is that he has to know everything about everything in encyclapedic detail. Sometimes this burden is too high, and I have to fudge it. On the other hand, all I expect of the player is that they know something like what his character knows.
 

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have you ever been in a fight with more then one opponent? as someone who has been in a couple let me just say that focusing yourself on one person is a REALLY good way to get the crap kicked out of you by the rest of the group. the dm is just being a little more realistic then players typically are. when faced with a group you have to take the best option at the time. it really is quite random. they do not come one at a time like ninjas in some crappy eighties martial arts movie. if someone looks like they might not be able to get away from your fist/foot/knee or whatever you have, that's the one you go after at that second. it's all about keeping them at bay and off balance because if they settle and decide to work as a group you're screwed.


i'm not claiming to be tough or anything here, i've just had my but handed to me by a group a time or two. i've never beaten more then two despite all my crotch/throat shots and biting.
 

I only roll if I feel that any decision I could make would be influenced by knowledge the NPC/monster in question doesn't have. So it serves to keep my own metagaming in check...
 

I usually roll randomly to see who the individual big monster will attack - for ettins I roll for each head - but once that's decided of course they usually keep attacking those targets until they go down; exception being if another foe is doing much more damage to them. For large groups of monsters they generally split up so similar numbers attack each PC. I certainly don't 'retcon' past NPC actions on the basis of high INT, it seems like cheating to me. That could only be justified if the NPC had literal time-space omniscience, like some deities perhaps, I don't think high INT justifies that - if there's no way for the genius to know whether the PC will cast lightning or fire, it's not reasonable IMO to change the NPC's precast resistance.
 

Incidentally my experience of fighting multiple opponents in real life (playground brawls, mostly) is rather different from those above - I've always found that attacking the enemy leader works best, the mooks tend to fall back and wait to see their leader smush you... :)
This wouldn't work vs disciplined opponents, like soldiers - in that situation, IRL you're dead - but against thugs, taking down one at a time seems to work well.
 

both are true

If fighting opponents unequal to your prowess going one at a time works just fine as it should only take one or two hits/techniques to drop them. But when fighting opponents of equal or near equal skill/strength, what was said earlier about keeping them off gaurd pretty much is the only way to live. Cause any one opponent who takes more then 2-3 seconds of your time is just gonna keep you busy long enough for the other guy to get a hold on you. And once your at that point, your kissin crete. I speak from a lot of real world "big boy" experience. The monster that moves, lives. The one who stands, dies.
 

One of my key criteria is "will it seem fair to my players".

Lower intelligence foes normally pick randomly, higher intelligence foes make sensible choices, powerful creatures such as a dragons often play with their foes by spreading their attacks around, especially if they think they can't be hurt.

If one PC seems to be doing all the damage, then foes are likely to change their tactics - probably making an effort to attack that person.

Sometimes when there is no clear reason for attacking one person over another I roll randomly to simulate the NPC choice (often weighted by apparent threat... 1-4 rogue, 5-6 fighter).

Psychologically this helps my players - they never feel that I'm "getting at anyone", which might inadvertently happen if I used DM's choice all the time...

Cheers
 

Thanks for the good replys. Someone brought up the fact that situations in our fantasy settings are radically different from our real life settings. In real life, if you concentrate, you get mushed, agreed. However in the fantasy setting things are vastly different. If PC's know that unless the monster is down on the ground, they usually can harm you, regardless if they are a kobold or a dragon. That is why they may team up to take a certain foe down in a fight. Why not afford the same strategy to monsters?

I guess my quandry lies in the less than strategic strategy of certain DM's. Even kobolds know when the fight is going well, when they are losing, and who might be easier to hit, the guy in the front with chainmail, or the guy in the middle or back with leather or no armor. So why not afford them the common sense that you must eliminate your enemies in a fight in order to win it?

-neg
 

In a recent battle, I was faced with just this situation. Three giants (size=large) rats vs. three PCs.

After the second round, one rat was totally focused on the one PC it had successfully hit twice in a row. It followed the retreating PC to keep biting, taking an AOO. Another one kept switching targets, because its initial target was armored and using expertise to become nigh unhitable. The third took an AOO to get to the tasty bleeding target. Needless to say, the poor PC went down hard - largely due to luck. She had an AC of 16 - rats bab +4, the rats never missed her.

But hey, they were rats. Not to smart.

It made the fight much more challenging - having the rats move past the fighter to go after the weaker combatants. Taking the AOO was not smart, but it was much more interesting. :D
 

As others have said, there's a difference between 3E and real life. In real life, you really don't have a chance against multiple opponents if you just stand and swing -- in 3E, there is usually very little to gain by hitting and moving, hitting and moving, and there is definitely nothing to gain by splitting up attacks.

Unless the enemies are extremely cocky, I *always* concentrate attacks on party members -- after all, party members are smart enough to concentrate attacks on foes, aren't they? Why should the bad guys act any different than the good guys?

For instance, this means that when closing, the arrows from the mass of archers go against one, TWO targets max! It'd be very nice to split up the attacks, but let's face it -- would the party do the same? Would they shoot one arrow at every charging bugbear, or would they try to bring one of them down with multiple shots?
 

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