Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Real-world squad level tactics in D&D?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Rel" data-source="post: 4543245" data-attributes="member: 99"><p>I rate pretty highly as a Tactician on Robin Laws scale so I take an interest in these sorts of things (although I try and tone it down a bit during actual gaming so that I don't make the game less fun for others). That said, I agree with Krensky that military tactics have only so much to teach us about D&D tactics due to the level of abstraction.</p><p></p><p>If you want to be good at D&D tactics then the only way to do that is to be good at the D&D rules. Because there are certain military maxims that are flat out contradicted by D&D rules. One quick example is a wounded soldier.</p><p></p><p>It is generally considered that, for purposes of winning a battle, a wounded enemy is even better than a dead enemy. This is because a dead enemy takes one person out of the fight but a wounded enemy takes at least two people out of the fight (the wounded enemy and somebody to take care of them). In D&D this falls apart because of the fact that combatants don't lose effectiveness as they become wounded until they fall over mortally wounded. This bore some resemblance to reality when the medic (cleric) had to sacrifice taking an offensive action in order to spend the round healing a fallen PC. But 4e allows a lot of healing to take place while the medic is taking offensive action anyway.</p><p></p><p>I'd say that, if anything, D&D tactics more resemble MMO tactics. Basically you want the Defender to have as many enemies attacking him as possible because he's the hardest to hit (highest AC thanks to heavy armor), hardest to hurt (most HP) and easiest to heal (has the biggest Healing Surges thanks to high HP). While that is going on your strikers are concentrating fire on one enemy at a time until he is dead because spreading out damage is of little benefit. The exception to this are Minions who die in one hit so it's best if you hit as many of them as possible in any given attack. That's the Wizard's job.</p><p></p><p>That's the basics of it although there are a lot of other little complexities to be considered (like trying to give the Rogue Combat Advantage as often as possible). Speaking as somebody who likes playing MMO's (I play a Pally Tank in WoW) I can appreciate these tactical approaches. However I don't think they always make for the best game when repeated in every fight. So when I run 4e I'll be looking for ways to break this mold. There are tons of ways to do this so I'm hopeful that the fights will never seem dull and repetitive.</p></blockquote><p></p>
[QUOTE="Rel, post: 4543245, member: 99"] I rate pretty highly as a Tactician on Robin Laws scale so I take an interest in these sorts of things (although I try and tone it down a bit during actual gaming so that I don't make the game less fun for others). That said, I agree with Krensky that military tactics have only so much to teach us about D&D tactics due to the level of abstraction. If you want to be good at D&D tactics then the only way to do that is to be good at the D&D rules. Because there are certain military maxims that are flat out contradicted by D&D rules. One quick example is a wounded soldier. It is generally considered that, for purposes of winning a battle, a wounded enemy is even better than a dead enemy. This is because a dead enemy takes one person out of the fight but a wounded enemy takes at least two people out of the fight (the wounded enemy and somebody to take care of them). In D&D this falls apart because of the fact that combatants don't lose effectiveness as they become wounded until they fall over mortally wounded. This bore some resemblance to reality when the medic (cleric) had to sacrifice taking an offensive action in order to spend the round healing a fallen PC. But 4e allows a lot of healing to take place while the medic is taking offensive action anyway. I'd say that, if anything, D&D tactics more resemble MMO tactics. Basically you want the Defender to have as many enemies attacking him as possible because he's the hardest to hit (highest AC thanks to heavy armor), hardest to hurt (most HP) and easiest to heal (has the biggest Healing Surges thanks to high HP). While that is going on your strikers are concentrating fire on one enemy at a time until he is dead because spreading out damage is of little benefit. The exception to this are Minions who die in one hit so it's best if you hit as many of them as possible in any given attack. That's the Wizard's job. That's the basics of it although there are a lot of other little complexities to be considered (like trying to give the Rogue Combat Advantage as often as possible). Speaking as somebody who likes playing MMO's (I play a Pally Tank in WoW) I can appreciate these tactical approaches. However I don't think they always make for the best game when repeated in every fight. So when I run 4e I'll be looking for ways to break this mold. There are tons of ways to do this so I'm hopeful that the fights will never seem dull and repetitive. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Real-world squad level tactics in D&D?
Top