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4

The original editions' rules were not so heavily focused on combat; Gygax specifically says in the DMG that "It is not in the best interests of an adventure game, however, to delve too deeply into cut and thrust, parry and riposte. The location of a hit or wound, the sort of damage done, sprains, breaks, and dislocate" Likewise, much more experience was ...


39

I suspect you're underestimating the effects of the wargaming roots, both on D&D specifically and on role-playing games in general, which, in those early days, were all but synonymous. The cover of the original edition of D&D, published in 1974, described it as "Rules for Fantastic Medieval Wargames". Although it included various non-wargaming ...


6

I'll try to answer by giving elements that are, I suspect, responsible to a certain extent about that. But I doubt there is an official text about why choices were made toward what we have now, so all in all, my answer is quite opinion-based. First steps from wargame As you said D&D was at first some kind of spin-off from Chainmail, think like Mordheim ...


-2

Way I see it is the rest is mostly storytelling, the rules focus so much on the combat aspect because that's the complicated part to get the most fidelity out of your simulation. How heavy in combat or how light in combat the game ends up being is largely up to the DM. Personally, I enjoy a good battle, particularly in the fast paced 5E. And not everyone, ...


4

This is entirely up to the DM. The examples given for half and 3/4 cover lead me to believe that his would probably be half cover, if it provides any cover at all (it wouldn't have in 4th). However, there are no real rules regarding what constitutes half/three fourths cover, so this is left entirely up to DM discretion at this point. The way I would rule ...


2

I'm currently playing the module with 3 groups, one of which I'm DMing. the group I'm DMing is level 3 SO it's been a cakewalk for them. In the two other games I'm playing I am making frequent use of my medkits and medicine skill to keep the party alive. Remind your players to help each other, and also rmembrr as DM that there are no negative hit points. ...


3

Having been running the Encounters version... You need a Cleric or a Paladin in the party. Bards simply don't have the ability to magically heal, and that is what's needed. Potions don't make up for the lack of magical healing. 0HP does not equal dead. If you're not running Adventurer's League play, then you can let them level up once they get 300 XP... ...


3

SlyFlourish, producer of several books and tips for DM, noted that at level 1 it was a deadly grind. It might be intentional but I didn't like it that way so I've up-leveled or made them level 2 very quickly. It was a grind at level 2 but a GOOD grind. At level 1 it's deadly. Twitter Source With that in mind, consider leveling them up right away, ...


2

This might inspire you: The Battle of Ain Jalut was the first definitive defeat suffered by the mongol horde. In short, the Mamluks used a feigned retreat to lure the Mongols into the highlands, were they were flanked by hiding Mamluk soldiers. When the Mongols fell into the trap, the Mamluks were able to encircle the Mongols, denying their mobility. Of ...


1

If the party's been this successful, word has probably gotten out about their tactics. Therefore it would make sense for an enemy party to try tactics specifically designed to counter those tactics. As long as it happens once (rather than every single fight) you could explain it as good tactical planning by the enemy as opposed to DM "screw you." To ...


3

If I may make a suggestion... Don't punish your players This may be very tempting after seeing them win so many encounters over and over again, but this is exactly what you've set them up for. Their characters trained and practiced and learned to adapt to this environment, and it is working for them. Don't punish them for this - they're adapting to the ...


0

Most normal creatures contain a lot of water, very old zombies, and mummies don't, trolls would usually. Unless doused in oil they shouldn't start on fire. If your adventures aren't so equiped if they are not the first to attempt to take on the trolls they may find oil in the back packs of eaten bodies.


1

Save-or-die (or save-or-suck) spells are so powerful because they remove people from the fight in one hit. Pathfinder combat, except for save-or- effects, is all about whittling down hit points. Most buffs deal with increasing weapons' damage or increasing AC, debuffs give penalties to your hit chance (some save-or-suck spells give huge penalties to ...


1

Caltrops, "bramble rope", web nets, and other area/path traps. I agree you must not act against the party, because it is not your job. That is the job of a brother, sister, or parent of one of their "victims". Their very success is the fire that forges the weapons against them. Some groups search rumors for clues about possible quests persons to rescue ...


1

The answers here are all pretty good, but most of them are simply reaching for the Monster Manual or the spell list to try to stymie your player group. There's one other thing you can pull out of your 'bag of tricks' to make the players have to adjust their tactics or come up with something new: terrain. Yes, you've said that the players are moving through ...


6

Badly, and it's not just the math. The system is designed so that there are multiple monster roles to match what you want to get out of a scene. Minions are specifically designed to model "crowd fight" scenes — there's a bunch of them, and it's a real threat, but you don't actually need to worry about any individual one specifically. (In some ways, you can ...


19

The problem, basically, is that PC defenses and to-hit values increase every other level, and monster to-hit and defenses increase every level. So if you're L8 party (on average) hits 60% of the time, and gets hit 40% of the time. If you face a L15 minion, your party's going to be hit 75% of the time, and is only going to hit 25% of the time. Your PCs will ...


17

A flaming or flaming burst weapon can deal 1d6 fire damage on a hit, if that feature has been activated. Fire damage by-passes a troll’s Regeneration, dealing lethal damage and eliminating the healing for a turn. Setting it on fire is not necessary to damage a troll. On the other hand, fire damage does not automatically start a fire; for the most ...


4

Hum wait... I'm not sure about my answer because it seems quite obvious to me and nearly no one had it as main answer, maybe there is a in-universe limitation but... Keep on galloping If the Outlands has a lot of open space, my opinion is that local culture should have adapted to warfare in these environments. And, unless I'm wrong, open field call to ...


10

As a lot of answers are covering on the logical aspects, I will focus on a more mechanical approach to your problem. From what you wrote, your player are level 6 which means that opposition would have by now access to a fair amount of magic/spells. I would like to improve the previous spell list: Spike Growth is a pretty handy solution to your problem, long ...


3

Other answers covered points, but I saw nothing on a little bit of equipment for your NPC's. You would have to assume that any NPC's on the outlands are used to engaging in fights on the open terrain, and therefore would come equipped for it. Bolo and other immobilizing weapons (nets?) Hard to run away when you can't move. Forces the other PC's to come ...


3

What are the reasons for these encounters? I would normally say there needs to be a reason for narrative consistency but maybe you're not doing RP for the story. However as many people have alluded to, the reason for an encounter can largely inform the methods of countering strategies. Guard: Their job isn't to kill anyone who might be an intruder; it's to ...


8

Always reward players for being clever. That said, it seems like the previous battle have done so. Now, it's time to hamper that tactic. There are a number of ways to do so: A stationary hard target like a castle, tower, or keep. Baddies use it as a hideout, and have possession of something the PCs need. This can however be partially mitigated by sniping a ...


2

Yes. It's not for nothing that Moulinet was once cited as one of the "Five Broken Abilities of the World of Darkness." Just remember that you must spend the Willpower before you roll for the Riposte, and you'll get no extra dice for it.


5

There is no longer such a thing as a 'touch attack'. From the linked question: Touch only indicates the range, the target has to be within your natural reach (5' for a medium or small character). If the spell says it requires an attack, that is a spell attack, not a 'touch' attack. Spell attacks are d20 + proficiency bonus + spell attack modifier, resolved ...


1

We played a 4e campaign weekly for 18 months - these are some tricks we came up with to make combat move a LOT faster (esp faster than any 3e encounter): Reduce all monster HP by half; add monster level to attack damage (even for minions!). The number systems in 4e make it really slow as players get higher level. This change makes combat faster and more ...


-4

The anti-party can also cast slow on the party, while casting haste upon themselves. This party can be one that a former enemy of theirs came up with to deal with them, so he or she can do their vile plains and get away with it! (Or not.) Also, what about bad guys in covered camouflaged holes to ambush the unwary! This vile group could be called the ...


61

AngryDM Says Something About This Once your characters are obviously going to win, end the encounter/fight. That's tough, but I'm going to sum up what he said. (You should still read it, though) You need to figure out what the main question the encounter is trying to answer, and when the answer becomes obvious, end the encounter! Yes, I know AngryDM's ...


3

There are plenty of ways to counter the tactic without being too over the top. Teleporting enemies (a number of demonic creatures can teleport at will), grappling, invisible enemies, heck, even a fog cloud would put a cramp in their style. Entangle? Grease under the horses? Fireballs? Scorching Rays? Enemy archers? All of which ignores the simplicity of ...


22

Think in terms of how you—as a player, not a DM—might tackle an opponent doing what your players are. There are several things I can think of. Spellcasters with Protection from Arrows and Slow or Grease are good start points. Protection from Arrows removes their attacking options while Slow and Grease, among other spells, are excellent for taking away ...


13

Nothing stays the same forever. The players won't be expecting to 'get away with' this tactic much longer. If it was my group, I think I'd let them enjoy it while it lasted. When the campaign was ready to move away from the wide open terrain into tight, cramped dungeons, I think we'd all laugh about the good old days on the wide open Outlands and enjoy ...


21

It's been a while since I dealt with 3.5, but couldn't enemies armed with missile weapons just ready actions to "shoot them when they come into range"? That's certainly not a "screw you" approach. As a way to mix things up, you could also introduce terrain that makes this strategy less viable (much reduced line of sight, for example.) or NPCs who are ...


0

YES, there are specific rules for this in D&D 5. They are not at all what they were in 3rd or 2nd edition. On page 73 of the Basic rules, Ranged Attacks are noted as having three rules. You can hit someone within the range with no penalty. If your weapon has a second range number, you can attack someone between the first and second ranges with ...


4

Surprisingly, no. There is no such rule. although there is a rule titled "Ranged attacks in close combat", this is about a shooter that is involved in close combat and still wants to shoot. There is no direct penalty for shooting into an other close combat. The only rule applicable is Cover (PHB Page 196). Depending on who is where, your opponent might be ...


9

Rules Compendium p. 150 (emphasis mine): A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent. Most reach weapons double the wielder’s natural reach, allowing the wielder to attack at that reach but not within its normal reach. A typical Small or Medium wielder of such a weapon can attack a creature ...


6

The answer to your question is No, using versatile weapons with two hands does not disqualify them as monk weapons. But not because of any reason that made you ask the question because your whole question is wrong as it's clear from your question you haven't understood the paragraph in question. The paragraph in question on pg. 78, PHB says: At 1st ...


8

Yes, monks can use Versatile weapons for bonus damage. As you say, there are no simple melee weapons that have the Heavy or Two-handed property. The class feature doesn't say anything about using the weapons with two hands, only that they can't have that property. Since quarterstaves and spears don't have that property, you can use them as versatile ...


3

There's basically two factors you want to make sure to hit upon. Consequential Terrain As you mentioned, the terrain you include doesn't actually influence the combats on the basis of the power levels involved. You should think about what kinds of things DO work at that level. Lava? Alien superstructures that can't be blasted through? Etc. That's just ...


4

Creative Fatigue Creative Fatigue is when you get mentally tired having to generate new, creative stuff, in the moment during play. Some game systems this is more, or less of an issue. Two things influence this: 1) Iterations vs. outcome How many times do you have to come up with creative descriptions for a given situation? If a whole situation is ...


4

"Terrain is often of more value than bravery." — Flavius Vegetius Renatus, De re militari Just because your players are failing to make use of the terrain around them, doesn't mean their enemies won't The NPC enemies that your players face should me making heavy use and advantage of powerful terrain features to their advantage. They should be getting a ...


6

The Shaman's tactic is fine. Most of the shaman powers are ranged or have the spirit keyword. This means the shaman can stay away from the front lines and stand in a slightly safer position, where the only way to harm him is using ranged attacks or bypassing the defender. It's actually a good thing for the group if the shaman stays back and tries to get ...


3

Perhaps the Dramatic Task rules would do the trick. Possibly it could be modified as an opposed task where the first to reach five successes wins the duel.


2

Both problems can be alleviated by making sure that both sides have enough Bennies. You can spend a Benny to immediately get out of Shaken (even when not on your turn or after you make a Spirit roll at the beginning of your turn to get out of Shaken). You can also spend a Benny to soak damage, limiting the effect of exploding dice. That said, Savage Worlds ...


3

A pure warlock will be using EB a lot most likely. But with very little work, you can build a Warlock that is a melee monster. https://docs.google.com/document/d/1s7vTgl1KRuR78BDTmMIdJDLbWaRs3RTLhx3CE6QLrDE is the one I've worked out. Pretty solid at range (low CHR), but can nearly keep up with the melee classes in the long haul, has a few pretty solid ...


3

You are absolutely right, an Eldritch Blaster is usually stronger After the 2nd level, when you get Agonizing Blast you can do d10+Cha damage, the same as a Longsword two-handed, if you are Strength primary. You can attack twice with both on level 5. At level 11 Eldritch Blast pulls ahead with 3 attacks, and the Charisma bonus on the Pact Weapon damage on ...


11

Yes, it means enemies and allies Creature A being in the game world. Both adventurers and monsters are creatures. See also adventurer and monster. - Published in Rules Compendium, page(s) 310. There are options for avoiding friendly fire while still laying down a burst/blast zone that includes friendlies War Wizard's Staff feat lets you slide an ...


4

According to this discussion, Unless otherwise stated, a summoned creature's maximum hit points equal your bloodied value. If it drops to 0 hit points, it is destroyed and you lose a healing surge. If you have no surges to lose, you take damage equal to half of your bloodied value. Its defenses equal your defenses when you summon it, not ...


14

Yep, allies are hit too, otherwise it would say "each Enemy in the blast", as is the case on plenty of attacks (For example, Fire Shroud, contrast with Shock sphere).


5

So there are a few things which you are not correctly taking into account. You get a limited number of invocations. So while you can specialize all your invocations into Eldritch blast, you are really missing out on versatility. Same with choosing Armor of Shadows over Light Armor. Eldritch blast is 1d10. (avg 5.5) A summoned longsword is 1d8+dex/str and ...


3

There is a "Defensive Duelist" feat which uses a reaction to potentially cause an attack to miss you. You can use it all day long, which the exception that you can only use one reaction per round (core rule). Only works with finesse weapons. It has a minimum Dex pre-req. to take, and obviously you cannot pick it up until your class grants you an Ability ...



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