So during combat I allow for the option to have and engagement. Kinda took the idea from hero scape if anyone has played it. Instead of moving though a square or around I allow players to move directly into the same square. The engagement ends by back to back rolls of attack untill only one is left standing. Of course this can leave a party member occupied and vulnerable to attack but also cause a monster to not pick out the weakest character and stomp them. Idk so far it seems to work out we're traditional movement isn't altered just allowed for different combat techniques. I would also allow a another member to flank and gain advantage. But what y'all think out of the 6 party members I tried it on only 2 didn't really understand.
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Live or say die !! Let the fun roll on being creative and adventurous
Work within the rules as written, especially with new players, until everyone is comfortable enough to add house rules. My table has been playing together for 30 years we very seldom have a house rule unless everyone agrees upon it. Adding complexity to an already complex game will, drive folks out.
The DM chooses what NPCs do on their turns, so it's entirely up to them if they want to allow monsters to be baited into fighting players or not. Personally I find the best way to run a creature is to assume that it goes for the "obvious" target from the perspective of that creature. So if a screaming Barbarian charges into a bandit camp swinging recklessly as he goes, then it makes sense for the bandits to focus on the immediate threat, rather than go around it and fight ranged party members who are hanging back. But that might change in later rounds as ranged attacks come in, or a bandit captain takes charge to rally the defenders etc. But this encourages players to think about how they engage more.
Monsters shouldn't go for the squishiest party members by default unless you've got a good narrative reason for them to do so as most monsters don't instinctively know who has the fewest hit-points, or what a wizard is so you don't want to lean towardss meta-gaming. But if there's a wizard making themselves the more obvious threat, then it makes sense for a smarter creature to try and prioritise them.
There are some mechanical ways for "forcing" enemies to attack you; a barbarian's Reckless Attacks makes them easier to hit, so a DM should consider that enemies will prioritise an easier to hit target (why waste your time missing a slippery Rogue when you can at least hurt the barbarian?), there are also effects like an Armorer's Thunder Gauntlets, a Swashbuckler's Panache, or the compelled duel spell that impose disadvantage on an enemy if they don't attack you, which is another way to encourage their choice of target.
However, I'm a believer that narrative reasons should be the primary decider in how enemies should act; as long as you're not meta-gaming to have them do only what is optimal on each turn, you can still have them behave intelligently (depending upon the creature) and let players do things that they have no mechanical way to force you to respect. It's a story telling game after all, so if a player says "I position myself to block the path to our wizard" then the DM should weigh up whether to respect that intent rather than just have a creature move around simply because it can.
For example, if you're running a dragon as an enemy; you could easily just have it never land, strafe by with its breath weapon then circle at a distance until it recharges, rinse and repeat. But that's hyper optimisation, and won't be any fun for the players; not to say that dragons shouldn't use their mobility (it's part of what makes them dangerous) but they're also prideful and can be vengeful, so should be possible to bait into landing and wanting to sink their claws and teeth into their enemies. They may still try to fly away, or use wing attacks to reposition to strike at a weaker target etc. but it should be challenging, and narratively entertaining, rather than an exercise in trying to defeat your players.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
So next weekend will be our 7th session and the party has ventured into Thundertree. 4 of the party members have not missed and two new members added with established backgrounds fitting into Faerûn lore. I have had really only used the mechanic twice since I posted . I try to illustrate the combat to the best of my knowledge so far so good. The brave fighter finds unique ways to step up in combat and rolling high numbers. His fortune end in combat after that skill checks are steady 1 😂.
Rollback Post to RevisionRollBack
Live or say die !! Let the fun roll on being creative and adventurous
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So during combat I allow for the option to have and engagement. Kinda took the idea from hero scape if anyone has played it. Instead of moving though a square or around I allow players to move directly into the same square. The engagement ends by back to back rolls of attack untill only one is left standing. Of course this can leave a party member occupied and vulnerable to attack but also cause a monster to not pick out the weakest character and stomp them. Idk so far it seems to work out we're traditional movement isn't altered just allowed for different combat techniques. I would also allow a another member to flank and gain advantage. But what y'all think out of the 6 party members I tried it on only 2 didn't really understand.
Live or say die !! Let the fun roll on being creative and adventurous
Work within the rules as written, especially with new players, until everyone is comfortable enough to add house rules. My table has been playing together for 30 years we very seldom have a house rule unless everyone agrees upon it. Adding complexity to an already complex game will, drive folks out.
Not sure why a house rule is required?
The DM chooses what NPCs do on their turns, so it's entirely up to them if they want to allow monsters to be baited into fighting players or not. Personally I find the best way to run a creature is to assume that it goes for the "obvious" target from the perspective of that creature. So if a screaming Barbarian charges into a bandit camp swinging recklessly as he goes, then it makes sense for the bandits to focus on the immediate threat, rather than go around it and fight ranged party members who are hanging back. But that might change in later rounds as ranged attacks come in, or a bandit captain takes charge to rally the defenders etc. But this encourages players to think about how they engage more.
Monsters shouldn't go for the squishiest party members by default unless you've got a good narrative reason for them to do so as most monsters don't instinctively know who has the fewest hit-points, or what a wizard is so you don't want to lean towardss meta-gaming. But if there's a wizard making themselves the more obvious threat, then it makes sense for a smarter creature to try and prioritise them.
There are some mechanical ways for "forcing" enemies to attack you; a barbarian's Reckless Attacks makes them easier to hit, so a DM should consider that enemies will prioritise an easier to hit target (why waste your time missing a slippery Rogue when you can at least hurt the barbarian?), there are also effects like an Armorer's Thunder Gauntlets, a Swashbuckler's Panache, or the compelled duel spell that impose disadvantage on an enemy if they don't attack you, which is another way to encourage their choice of target.
However, I'm a believer that narrative reasons should be the primary decider in how enemies should act; as long as you're not meta-gaming to have them do only what is optimal on each turn, you can still have them behave intelligently (depending upon the creature) and let players do things that they have no mechanical way to force you to respect. It's a story telling game after all, so if a player says "I position myself to block the path to our wizard" then the DM should weigh up whether to respect that intent rather than just have a creature move around simply because it can.
For example, if you're running a dragon as an enemy; you could easily just have it never land, strafe by with its breath weapon then circle at a distance until it recharges, rinse and repeat. But that's hyper optimisation, and won't be any fun for the players; not to say that dragons shouldn't use their mobility (it's part of what makes them dangerous) but they're also prideful and can be vengeful, so should be possible to bait into landing and wanting to sink their claws and teeth into their enemies. They may still try to fly away, or use wing attacks to reposition to strike at a weaker target etc. but it should be challenging, and narratively entertaining, rather than an exercise in trying to defeat your players.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Lol I like that go for the squishiest members . And yeah that makes sense and for sure don't be a you know and fly the dragon out of reach 😅. 👍
Live or say die !! Let the fun roll on being creative and adventurous
So next weekend will be our 7th session and the party has ventured into Thundertree. 4 of the party members have not missed and two new members added with established backgrounds fitting into Faerûn lore. I have had really only used the mechanic twice since I posted . I try to illustrate the combat to the best of my knowledge so far so good. The brave fighter finds unique ways to step up in combat and rolling high numbers. His fortune end in combat after that skill checks are steady 1 😂.
Live or say die !! Let the fun roll on being creative and adventurous