Timeline for How to make physical character's combat become more tactical and interesting?
Current License: CC BY-SA 4.0
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Sep 5, 2023 at 16:58 | comment | added | RobbieAB | @TerryWindwalker My question would be: Why are the fighters spending more than a round engaged with any given enemy? Without knowing the level of the party it's hard to say much, but... Kobolds are 4hp each, per the SRD, so the combat characters really should be dropping them fast. If a full attack is effective against small opponents, the opponents are doing something really stupid. | |
Sep 5, 2023 at 16:53 | history | edited | RobbieAB | CC BY-SA 4.0 |
Adding a link to Tucker's Kobolds
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Sep 4, 2023 at 20:47 | comment | added | Terry Windwalker | As for the example you have given designing an ambush from multiple directions, the fighters are still doing full-attacks when they are engaged with enemies, without having anything better to do other than repositioning themselves to be able to make more full-attacks. That's the part making battle boring for them. It seems the most tactical decision they can do is when, where and how to reposition them during the combat. | |
Sep 4, 2023 at 20:43 | comment | added | Terry Windwalker | The problem here is not about being strategic (which's a duty related to the Int attribute of PCs IRL instead of by character) but being more tactically viable in the combat. The reason that fighter-type characters keep doing full-attack on my table is because that's the most effective move in almost all cases during the combat. Outside of combat moves, my fighter PCs can get into tactical discussions without a problem. | |
Sep 4, 2023 at 20:37 | comment | added | doppelgreener | This seems to be thin on deatils about how to make this come about though. How do we make people make meaningful tactical decisions? What does them being smarter and nastier look like? | |
S Sep 4, 2023 at 17:03 | review | First answers | |||
Sep 4, 2023 at 17:26 | |||||
S Sep 4, 2023 at 17:03 | history | answered | RobbieAB | CC BY-SA 4.0 |