I consider this a fun question to ponder. I played WoW at the time when the primary strategy for boss fights was 'don't stand in the stuff'. I haven't been back in some years, but WoW went through stages of Boss First, Adds First, Don't Stand in the Stuff, Healing Check, Tanking Check, Coordination Check (Heigan Dance here we go) and so on. All those terms, btw, were just what my guild called them, not official appelations.
Now, WoW is an MMO, but encounter design is still very much a part of it. And computer games have unique advantages over RPG's: There's a log, there are big flashing red numbers over your character, there's plenty of people trying to figure out how to win this fight and so on.
In an RPG, either the GM somehow telegraphs kill the little wolves first - somehow - or he has to throw his players a life ring when they concentrate on one big enemy and succumb to the small ones. And it may well take some iterations, some cycles of learning, before they start responding the way you want or expect them to.
Personally, I've found out that I'm just uniquely bad at combat, so it takes a lesser role in my games, and mostly it's just one big boss with the ability to wipe the party - unless they keep their heads screwed on tight. That keeps them awake at the wheel, and makes it simple enough for me that I rarely mess it up.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Optimal strategy is "highest ratio of damage to hit points first". Which may or may not be something the PCs can readily discern.
I would say that's almost right - the optimal strategy is to finish off something rather than just hurt it. A hurt monster is still operating at full power (barring swarms), so ideally you want to spend your first turn dealing with any monsters that you can deal with entirely, and within that range you want to prioritise by highest damage output / battlefield impact (not all enemies are damage outputters).
Optimal strategy is "highest ratio of damage to hit points first". Which may or may not be something the PCs can readily discern.
I would say that's almost right - the optimal strategy is to finish off something rather than just hurt it. A hurt monster is still operating at full power (barring swarms), so ideally you want to spend your first turn dealing with any monsters that you can deal with entirely, and within that range you want to prioritise by highest damage output / battlefield impact (not all enemies are damage outputters).
Hence the old adage “geek the mage”, whether it’s damage, control or buff/de buff spellcasters typically have the most impact/HP in the game so taking them out first and fast is typically the top priority. Doesn’t have to be a kill, we once changed the whole nature of of a combat when Manshoon failed his save on hold person 4 times in a row. Turned a very hard confrontation into a super easy one.
Also, we as DMs need to remind players of information that the characters would know from frequent exposure and regular se that the layers have forgotten or never learned because of they are not using it daily ad av FR learned it. We DMs typically have books like the monster manual tha full time players may not have or may not read frequently.
I would say that's almost right - the optimal strategy is to finish off something rather than just hurt it. A hurt monster is still operating at full power (barring swarms), so ideally you want to spend your first turn dealing with any monsters that you can deal with entirely, and within that range you want to prioritise by highest damage output / battlefield impact (not all enemies are damage outputters).
No, you want the highest ratio even if you can't finish it off in the first turn. Now, most chaff monsters in 5e have a pretty high damage to hit point ratio so killing the chaff is usually a pretty good rule of thumb, but if you're being swarmed by stuff like smoke mephits or zombies, even if you can do the 22 damage to kill them in one turn, you're much better off focus firing a 40 hp mage.
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Simple answer. Threat assessment.
Tackle the biggest threat, biggest gun, or biggest guy first.
I learned tackle the squishy so there are less pieces on the board next round.
What was the optimal strategy?
Optimal strategy is "highest ratio of damage to hit points first". Which may or may not be something the PCs can readily discern.
Carpet bombing.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I consider this a fun question to ponder. I played WoW at the time when the primary strategy for boss fights was 'don't stand in the stuff'. I haven't been back in some years, but WoW went through stages of Boss First, Adds First, Don't Stand in the Stuff, Healing Check, Tanking Check, Coordination Check (Heigan Dance here we go) and so on. All those terms, btw, were just what my guild called them, not official appelations.
Now, WoW is an MMO, but encounter design is still very much a part of it. And computer games have unique advantages over RPG's: There's a log, there are big flashing red numbers over your character, there's plenty of people trying to figure out how to win this fight and so on.
In an RPG, either the GM somehow telegraphs kill the little wolves first - somehow - or he has to throw his players a life ring when they concentrate on one big enemy and succumb to the small ones. And it may well take some iterations, some cycles of learning, before they start responding the way you want or expect them to.
Personally, I've found out that I'm just uniquely bad at combat, so it takes a lesser role in my games, and mostly it's just one big boss with the ability to wipe the party - unless they keep their heads screwed on tight. That keeps them awake at the wheel, and makes it simple enough for me that I rarely mess it up.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I would say that's almost right - the optimal strategy is to finish off something rather than just hurt it. A hurt monster is still operating at full power (barring swarms), so ideally you want to spend your first turn dealing with any monsters that you can deal with entirely, and within that range you want to prioritise by highest damage output / battlefield impact (not all enemies are damage outputters).
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Hence the old adage “geek the mage”, whether it’s damage, control or buff/de buff spellcasters typically have the most impact/HP in the game so taking them out first and fast is typically the top priority. Doesn’t have to be a kill, we once changed the whole nature of of a combat when Manshoon failed his save on hold person 4 times in a row. Turned a very hard confrontation into a super easy one.
Also, we as DMs need to remind players of information that the characters would know from frequent exposure and regular se that the layers have forgotten or never learned because of they are not using it daily ad av FR learned it. We DMs typically have books like the monster manual tha full time players may not have or may not read frequently.
Wisea$$ DM and Player since 1979.
No, you want the highest ratio even if you can't finish it off in the first turn. Now, most chaff monsters in 5e have a pretty high damage to hit point ratio so killing the chaff is usually a pretty good rule of thumb, but if you're being swarmed by stuff like smoke mephits or zombies, even if you can do the 22 damage to kill them in one turn, you're much better off focus firing a 40 hp mage.