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General Tabletop Discussion
*Dungeons & Dragons
The Focus Fire Problem
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<blockquote data-quote="James Gasik" data-source="post: 8724278" data-attributes="member: 6877472"><p>I used to have to struggle to get my players to focus fire. Every combat with multiple enemies, I'd have several actively beating up the party, with damage on them. I'd be like "guys, uh, you do realize putting one of these down first would be a good idea, right?".</p><p></p><p>So I was quite happy when they started thinking tactically. Now if your encounter design is one real opponent and a bunch of mooks, and the party takes the real threat down, and all that's left is mop up, I can understand the frustration, as that's barely an encounter at all.</p><p></p><p>But that means you might want to take a second look at your encounter design. I know having a big, marquee monster is exciting, but instead of having the villain show up with his mooks, maybe send in the waves before the villain ever makes themselves a presentable target. If the villain steps out from behind cover on round 2, once the party is engaged with the extras, it might be less efficient for them to suddenly switch gears to the new guy.</p><p></p><p>I like using encounters that have stages, where enemies attack in waves. Also, giving your main villain spellcasting mooks makes things a lot more complicated as well, as anyone who can throw out a hold person, web, sleet storm, etc., is a primary target, no matter what the big guy can do.</p><p></p><p>Use cleric type mooks who can heal, and watch what happens if players ignore them. Put traps, difficult terrain, and lots of cover on your encounter spaces. Pillars, stairs, areas at different elevations, and so on.</p><p></p><p>Make getting at the main enemy harder to do. Use enemies with reach who can attack over minions, or have skirmisher type abilities so they can disengage behind a wall of mooks. Have hidden enemies pop up to attack the back line to pressure your ranged characters. </p><p></p><p>Keep the tactical situation changing. One thing I really like to do is run adventures with rival enemy factions. A three way brawl between two groups of enemies and the players is wildly entertaining as they try to figure out how to weaken their foes without being declared as the common enemy!</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8724278, member: 6877472"] I used to have to struggle to get my players to focus fire. Every combat with multiple enemies, I'd have several actively beating up the party, with damage on them. I'd be like "guys, uh, you do realize putting one of these down first would be a good idea, right?". So I was quite happy when they started thinking tactically. Now if your encounter design is one real opponent and a bunch of mooks, and the party takes the real threat down, and all that's left is mop up, I can understand the frustration, as that's barely an encounter at all. But that means you might want to take a second look at your encounter design. I know having a big, marquee monster is exciting, but instead of having the villain show up with his mooks, maybe send in the waves before the villain ever makes themselves a presentable target. If the villain steps out from behind cover on round 2, once the party is engaged with the extras, it might be less efficient for them to suddenly switch gears to the new guy. I like using encounters that have stages, where enemies attack in waves. Also, giving your main villain spellcasting mooks makes things a lot more complicated as well, as anyone who can throw out a hold person, web, sleet storm, etc., is a primary target, no matter what the big guy can do. Use cleric type mooks who can heal, and watch what happens if players ignore them. Put traps, difficult terrain, and lots of cover on your encounter spaces. Pillars, stairs, areas at different elevations, and so on. Make getting at the main enemy harder to do. Use enemies with reach who can attack over minions, or have skirmisher type abilities so they can disengage behind a wall of mooks. Have hidden enemies pop up to attack the back line to pressure your ranged characters. Keep the tactical situation changing. One thing I really like to do is run adventures with rival enemy factions. A three way brawl between two groups of enemies and the players is wildly entertaining as they try to figure out how to weaken their foes without being declared as the common enemy! [/QUOTE]
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