I played a turned-based rpg (Dungeon of Naheulbeuk) and realized I often chose in fights to take opportunity attacks, a lot more than in dnd. It was because combat objectives : You need to reach the end of this long bridge to close the door and stop the waves of ennemies. You need to destroy certain things on the Battlefield to stop a ritual. You need to run from something. You need to reach that blaster far behind its allies. Etc. Giving original combat objectives add a lot of movement in your fights.
@hectorvivis3651
11 ай бұрын
Coming in to PF2E, I was very skeptical of how they made Attack of Opportunity exclusive to certain classes (and a feat selection in most cases) and only some monsters. But playing it, it really unlocked the battlefield and made the play far more dynamic and interesting, and the PCs (and monsters) having the AoO really shines when their unexpecting foes do trigger it. AoO can even stops some actions when the attack critics. Players get excited when they managed to prevent the foe from reloading his weapon, or using a potion or something. I kinda hope 5E² will take the same road and make AoO exclusive to certain classes and monsters.
@RobinBaggett
11 ай бұрын
Just ran a combat encounter with an Ankheg that kept burrowing into the ground. One of the players decided his character would wait, holding an action for the Ankheg to come back above ground. It eventually did and he got to use his reaction to hit it, scoring the final blow! It was a very fun moment. Players really do love getting the feeling of "interrupting" a monster's actions and movement.
@Jason-96
11 ай бұрын
0:30 I did this and it works. The monsters got a few extra hit due to attacks of opportunity, but the players loved it. The battle wasn't just attacks. Also, try to add terrain that affects the battle field. Such as giving cover or the high ground. Even 10 ft pits to throw each other in will work. If you as the DM moves, then your players will also move. This first question really got me into this video right out of the gate...
@darklightstudio
11 ай бұрын
This is one reason why I love battlemaps with height notations. If you are going with high-ground, this can make things a lot more interesting and fun. Thanks for the video :)
@darklightstudio
11 ай бұрын
Btw, I would use each 5' height, as +1 to hit instead of simple advantage..?
@darjr
11 ай бұрын
Think of your monsters HP as a money to spend to buy player fun. Spend it lavishly.
@jeffreles
11 ай бұрын
Of course! What a simple but effective solution. I've never felt more simultaneously incredulous and foolish at the same time. Mr Flourish, you've done it again! 👍
@darjr
11 ай бұрын
Want movement, move your monsters. They are only going to last a few rounds anyway.
@epee11c
11 ай бұрын
Opportunity attacks are the problem in my opinion. Everyone having OAs is something I very intentionally didn't make as a rule when I made my own game. Martial PCs can get the ability to make what are basically opportunity attacks, but most monsters don't have it. It makes for a much more dynamic and fun combat.
@HaughtyToast
11 ай бұрын
You can also use creatures with weird mobility options like burrowing speed and standing leap to have enemies leave the player's range without provoking opportunity attacks. They'll usually go after them just out of spite. Some creatures can also toss players away from them so do as you will with that.
@RangerSierra11
11 ай бұрын
Yup excellent advice!
@yanaleigh
11 ай бұрын
I had fun making a fight with fire elementals and similar creatures as the room filled with magma. They PCs HAD to run to avoid it, but it was slow enough they didn't just all run to the far side and stand there. Also, magic items that encourage movement. For example, I gave the barbarian in my group a Cape of the Mountebank. He's used it both to teleport into the center of a fight and to teleport out with a downed ally, making him run back in again.
@eline8087
11 ай бұрын
Obviously to be used in not too regular interval, but: damaging aura's around the enemy: spores (spore druid), poison cloud, radiant or flaming aura (paladin). If that does about as much damage as an opportunity attack does, then they may as well risk it? And remind them that the enemy only has 1 opportunity attack per round (typically), so if they all leave.... And you can use fear (aka dragons and the like) and teleportation to get some more movement going. Additionally, if you have multiple enemies, having a tank-ranger combination has the players actively trying to avoid the tank (who doesn't do as much damage) towards the rangers (more damage, easier to kill). Or area of effect things to get everything moving (things falling or falling apart, water draining in, cages, difficult terrain). Or instead of the object of combat being to kill the enemy, perhaps the enemy is killing a unicorn and the players need to free it before it dies. Similar to that, maybe combat starts while they're still like, 3 turns of regular movement away, so they'll have to think strategically. So many options, haha.
@SerialSnowmanKiller
11 ай бұрын
I've made a homebrew system where attacks get different bonuses if you move in certain directions relative to your opponent. Additionally, Opportunity Attacks draw from the same resource pool as some other actions, like Parrying. So enemies might end up using their Opportunity Attack for something else, which gives you a chance to move; or you might want to deliberately draw out their Opportunity Attack so that they can't parry.
@mikecarson7769
11 ай бұрын
thanks for sharing the fun and constructive advice! i would add = use of "flanking rules" could make people feel bad about moving away and thereby making their teammates lose the flanking advantage
@JunMiyazaki
11 ай бұрын
With my AC22 Armorer (who has access to shield and arcane deflection because of lvl2 dip into warmage) I always moving around the battlefield - and always provoking opportunity attacks :) High AC characters should move more, but many players have an innate fear of opportunity attacks. In my party we have a Paladin, who has AC23 and really don't like to move because of the possibility of opportunity attacks. Maybe we could homebrew some other type of monster reactions instead of opportunity attacks?
@fightingcorsair7297
11 ай бұрын
My players kept bunching up and poking out from behind doorways to attack. A well-placed fireball got them moving.
@DoctorDroplet
11 ай бұрын
Love the idea to move the monsters to move the players. I only have a Glaive Fighter with Sentinel in the party that makes this quite a challenge. Anyone having some idea to make the combat more interesting when Sentinel comes into play?
@alphaamino
11 ай бұрын
Oooh, the unholy artifact idea is gonna come in HANDY during my lamenting lighthouse finale. What happens when the orb of orcus is slotted into a lighthouse that amplifies an artifact's effects? NOTHING GOOD!
@mavfan21
11 ай бұрын
I just got rid of opportunity attacks except in situations where it makes narrative sense. It makes for a much better game.
@RIVERSRPGChannel
11 ай бұрын
Yes I’ll move my monsters. I like using flying monsters too.
@KayTelleHoel
11 ай бұрын
The floor is lava!
@Jason-96
11 ай бұрын
1:40 Yes, the high ground and the terrain... I'll refrain from posting till the end now...
@ttprophet
11 ай бұрын
place cover on the map. cast an annoying concentration spell and then step around a corner, then watch them chase you. lol
@seileurt
11 ай бұрын
You can't win. I have the high ground. - Not Darth Maul
@ttprophet
11 ай бұрын
Here is my unsolicited offering: TLDR: make formations where the back-line does most damage at a distance, and the front line does nothing but dodge and take AOO. - - - - - - - - - - - - - - - 2 2 2 D 2 2 2 2 R X M X R 2 2r X X X X X 2r L X M M M X L X T X T X T X X X X X X X X X P P P P X X Q 7x7 room. 2 = elevation 2r= elevated ranged combatant L = Ladder (climbable) X= empty grid D= door to progress M= Miniboss/Mage Caster R= Ranged combatant M= Melee combatant T = Tank/ Dodgers/ Aoo / Sentinels P= player characters Q= entrance 1. Put players in a position where the only thing the people on front line do is dodge and take Aoo. Give tanks sentinel feat for more challenge. High attack bonus, High AC, low damage, low HP. 2. Let the ranged attackers and mage miniboss harassment force players to move in past the tank dodgers, or force the casters to start burning slots on AOE spells. 3. Give Melee line reach weapons. 4. Reskin the Scout, Noble, Spy, Animated Armor, Bandit Captain, Veteran, Gladiator, Mage, Cult Fanatic, Assassin to fit the motif of the room/scenario. Use trash mobs for intimidation in numbers. Shape 7x7 room to different configurations. Repeat 6-8 times per adventuring day. 5. Profit.
@chadwickerman
8 ай бұрын
You could switch to PF2e. Only fighters and a very few monsters get attacks of opportunity. It gets people to move around more.
@justifiedreality2657
11 ай бұрын
If you want your characters to move in combat, play a game that doesn’t give everyone opportunity attacks like PF2e.
@GreylanderTV
11 ай бұрын
How to create incentives? Don't use 5e, lol. The mechanics are built around standing there subtracting from each others sacks of hit points. They remove any incentive to move. Rogues get sneak attack just by standing around, no need to hide and attack from hiding. No "facing" or "flanking" mechanics--mere adjacency is all that matters. Opportunity attacks penalize you for moving, and nearly everything moves same distance anyway, so you move only to have your enemy adjacent to you next turn anyway. Distance healing means no need to run to save a downed party member. And so on. Just drop WotC D&D. So many better indie systems out there. And far less expensive!
@akairibbon4658
11 ай бұрын
Pretty much, don't understand people willing to play 5e but not play one of the way more interesting alternatives.
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