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When to use the "special" attacks?
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<blockquote data-quote="EntropyDecay" data-source="post: 721714" data-attributes="member: 10652"><p>Hi everyone,</p><p></p><p>how do I get my players to use some of the "special" attack options of D&D such as Tripping, Grappling, Attacking held objects,...? Most fights are resolved in nearly the same way every time:</p><p>1. If Player = spellcaster: Cast highest damage spell available.</p><p> If Player = Fighter: Move to opponent + Hit him with weapon.</p><p>2. Pray that opponent doesn't use any special attacks that</p><p> require you to roll a saving throw or does high damage.</p><p>3. Repeat until opponents flee, are dead, surrender... or party</p><p> is annihilated.</p><p></p><p>The group spellcasters (wizard lvl 6 & druid lvl 5) fill all their spell slots with damage dealers of one type (e.g. all 2nd level slots with flaming sphere) and never any group support spells. Totally ignoring the fact that some enemies they met were immune to the damage type and rendered them nearly useless in the battle (Fire immunity versus flaming sphere and fireball <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> ).</p><p></p><p>The frontline fighters of the group (dwarf lvl 7, psychic warrior lvl 7 & ranger lvl 6) close the distance to the enemy and start whacking them with their blades often forgetting simple combat maneuvers such as flanking or aiding another to higher their chances against high AC opponents. Side note: The first person charging the enemy is usually our ranger (second lowest group AC) played by a girl who is a total Aragorn fanatic even carrying Viggo Mortensens picture in her purse (NO, she is not 14 but 22). I think I don't need to explain that the rest of the party is very annoyed about that fact that one person uses about fifty percent of their healing resources...</p><p></p><p>The whole group is sometimes totally surprised when NPCs start to use the different combat options and clever tactics. They think that grappling is just good when you are a creature of bigger size than your enemy and special attack options are just a waste of time especially when you have just one attack per round. Attacks that draw an AoO are NEVER used (because "they favor your enemy..."). And so on, and so on,...</p><p></p><p>My questions are:</p><p>- How do I get my group to fight more as a team and not as five lone heroes surprisingly in the same location? (Gladiatorial Matches perhaps? Dragon & Dungeon have something about that in their current issues...)</p><p>- What is your opinion of the different attack options? When do you use them? Are they worth using when you have only one attack per round? Are they only worth it when you start to higher your chances by taking feats?</p><p></p><p>A bit puzzled,</p><p>Entropy</p><p></p><p>PS: Since this is my first post to this board: "Big Hello" to all of you.</p></blockquote><p></p>
[QUOTE="EntropyDecay, post: 721714, member: 10652"] Hi everyone, how do I get my players to use some of the "special" attack options of D&D such as Tripping, Grappling, Attacking held objects,...? Most fights are resolved in nearly the same way every time: 1. If Player = spellcaster: Cast highest damage spell available. If Player = Fighter: Move to opponent + Hit him with weapon. 2. Pray that opponent doesn't use any special attacks that require you to roll a saving throw or does high damage. 3. Repeat until opponents flee, are dead, surrender... or party is annihilated. The group spellcasters (wizard lvl 6 & druid lvl 5) fill all their spell slots with damage dealers of one type (e.g. all 2nd level slots with flaming sphere) and never any group support spells. Totally ignoring the fact that some enemies they met were immune to the damage type and rendered them nearly useless in the battle (Fire immunity versus flaming sphere and fireball :rolleyes: ). The frontline fighters of the group (dwarf lvl 7, psychic warrior lvl 7 & ranger lvl 6) close the distance to the enemy and start whacking them with their blades often forgetting simple combat maneuvers such as flanking or aiding another to higher their chances against high AC opponents. Side note: The first person charging the enemy is usually our ranger (second lowest group AC) played by a girl who is a total Aragorn fanatic even carrying Viggo Mortensens picture in her purse (NO, she is not 14 but 22). I think I don't need to explain that the rest of the party is very annoyed about that fact that one person uses about fifty percent of their healing resources... The whole group is sometimes totally surprised when NPCs start to use the different combat options and clever tactics. They think that grappling is just good when you are a creature of bigger size than your enemy and special attack options are just a waste of time especially when you have just one attack per round. Attacks that draw an AoO are NEVER used (because "they favor your enemy..."). And so on, and so on,... My questions are: - How do I get my group to fight more as a team and not as five lone heroes surprisingly in the same location? (Gladiatorial Matches perhaps? Dragon & Dungeon have something about that in their current issues...) - What is your opinion of the different attack options? When do you use them? Are they worth using when you have only one attack per round? Are they only worth it when you start to higher your chances by taking feats? A bit puzzled, Entropy PS: Since this is my first post to this board: "Big Hello" to all of you. [/QUOTE]
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