Tag Archives: strategy

Fifth-edition D&D strategy for fourth-edition players: Kill the wizard

In fourth edition Dungeons & Dragons, enemy spellcasters brought the same mix of encounter and recharging powers as every other monster of the same level. They posed the same threat, but with spell-flavored powers.

In fifth-edition Dungeons & Dragons, spellcasters have spells powerful enough to turn an combat into a quick victory. To balance this offensive power, PCs must make limited spell slots last through an adventuring day. But enemy spellcasters suffer no reason to pace themselves. As long as they remain in the fight, they can blast away.

In fifth edition, I have pitted a lot of evil spellcasters against groups of players, and I often see the PCs fail to give special attention to the casters. Big mistake.

In combat, in any edition, your party should focus attacks on one enemy at a time. By concentrating damage and eliminating enemies, you reduce the number of counterattacks your foes can mount. The fourth-edition Player’s Strategy Guide included a figure that showed the benefits of this tactic.

The advantages of focused fire

All this still holds, but the target with the most offensive power deserves special attention. That’s the guy raising a staff and speaking eldritch oaths. Find a way past the goons and hit the wizard with everything you have. Take him out fast. And stay out Lighting Bolt formation.

Protect the wizard

Smart monsters may use the same tactics against the party, so parties must work to protect their vulnerable wizards from attack. Is I explained in “Revisiting three corners of the new D&D rules,” the new rules for opportunity attacks rules can enable monsters to circle your front line and strike at the wizard in the middle. When possible, your wizard should stand three squares behind your melee characters.

Reaching the wizard without provoking a single attack

Reaching the wizard without provoking a single attack

If you play a wizard, then you must begin your adventuring day by casting Mage Armor on yourself. The spell lasts 8 hours and does not require concentration. Other defensive spells that do not require concentration include Mirror Image and Fire Shield.

Fifth-edition D&D strategy for fourth-edition players: Do not horde your spell slots

From behind my dungeon masters screen, I keep seeing players hording their spell slots. Even as the wizard’s allies fall dying, even as the monsters bunch in a cluster ripe for a burning hands, he or she opts for another icy blast. Why?

Some of the reluctance comes from unfamiliarity with the spells. Fourth-edition character sheets listed powers and their effects right on the sheet; fifth-edition sheets offer no such descriptions. Many fifth-edition spells trace back to 1974, but to fourth-edition players, they all seem new. So instead of puzzling over Spiritual Weapon, the cleric chooses Sacred Flame again. None of this applies to you, because if you read D&D blog posts, you read your spell descriptions.

Defiance in Phlan at Gen Con 2014

Defiance in Phlan at Gen Con 2014

Even when players know the spells, fifth edition changes Dungeons & Dragons’ resource-management game, and so players struggle to decide when to spend a spell slot.

Fourth-edition characters had 3 types of resources: (1) encounter powers and other resources that renewed after every battle, (2) healing surges that characters virtually never exhausted, and (3) daily powers. In an easy fight, or even in a typical encounter, PCs rarely needed to reach past their renewable or barely-limited resources to tap daily powers. (For more on the changes to the frequency and scale of encounters, see “Converting Scourge of the Sword Coast from D&D Next to fourth edition.”)

In general, long-time 4E players used daily powers when either (1) a string of bad luck turned the odds to the monsters, or (2) the boss appeared for the adventure’s climax. In other words, you only use a daily to swing a fight that turns bad, or because your day ends with the current fight. If you spent daily powers early, you risked trading something you could not recover today for hit points and encounter powers that you would get back in five minutes.

To a player coming to fifth edition from fourth, a spell slot looks a lot like a daily power. These players learned to save their dailies for the boss. Meanwhile, the horde of creatures flooding the battlefield seems no more threatening than a group of minions. But fifth-edition adventures include fewer final bosses and no minions—that horde may kill you.

In a fifth-edition battle, feel free to spend your spell slots early, whenever you see a chance to get maximum effect. Cast them when you spot a way to target a multiple enemies with an area effect or to lock down the most dangerous foe early. Don’t worry about squandering a spell on a fight that you could have won anyway. Unlike in 4E, even easy fights tax your party’s resources. If your spell wins a quick victory, then your party emerges fresher for the next battle.

Obviously, don’t just fire at will, because you may need something for the next fight. Still, fifth-edition battles can go sour much faster than before. In 4E, even low-level parties brought ample hit points and healing. If the rogue got surrounded, the wizard locked in melee, and the cleric dropped, you still had extra time to change strategy, use daily powers, and turn the tide. That margin is gone. Use your spells now to keep your party from ever reaching such a perilous situation.

Fifth-edition D&D strategy for fourth-edition players: Look at things

Fourth edition Dungeons & Dragons emphasized combat encounters at the expense of role playing and exploration. The Dungeon Master’s Guide encouraged, “Move the PCs quickly from encounter to encounter and on to the fun!” (p.105) Not-fun aspects of the 4E game included overlooking treasure the PCs needed to keep pace with the game’s math, and failing to spot clues leading to the next encounter. In 4E, no one needed to find the fun because adventures put everything in plain sight, or at least within reach of a group perception check. As I wrote in “Is it noticed? How to run alertness,” if everyone can attempt a perception check, someone invariably succeeds.

magnifying glassThis approach trained players to chase obvious leads without examining anything. Meanwhile, DMs wind up hinting that someone might want to check the bodies because apparently the loot doesn’t just drop from your kills video-game style.

The fifth edition designers recognized that exploration makes as big a part of D&D as combat. Clues and treasure may be hidden. You have to look for them, and you must tell the DM where you look. The basic rules say, “In most cases, you need describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom (Perception) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success.” Do not step into a room, make a great perception roll, and assume you found everything. Instead, look for interesting features, and tell the DM that you want to examine them.

Hidden traps make a return too.

Back in “Fourth edition gives traps a new design,” I described how 4E attempted to replace old-school traps with battlefield traps that worked like monsters—immobile, indiscriminate monsters. Although a few hidden traps slipped into the 4E game, they dealt inconsequential damage. As you move from fourth to fifth, you may be surprised, and killed, by the deadly snares hidden in fifth-edition adventures. Forget about blundering from room to room until the dungeon master launches a skill challenge or drops a battlemap. Start by checking for traps in obvious places such as doors, chests, and the jewel eyes of demon idols. Hint: In adventures published so far, kobolds and goblins favor trapped passageways and stairs.

Fifth-edition D&D strategy for fourth-edition players: Choose your battles

Over the last few months, I have introduced fifth-edition Dungeons & Dragons to lot of folks who have only ever played fourth edition. In the new game, these players tend to make assumptions likely to get their characters killed. For players whose D&D experience starts with 4E, and those who picked up some dangerous habits, I have some advice that will help your character survive.

Choose your battles

Most public-play adventures open with a scene where a patron asks the characters to undertake some mission. The players may talk money, but whatever the terms, they always take the job. The scene is a formality. The characters took the job as soon as their players sat to play D&D. Sometimes I think fourth edition turned the combat encounters into the same sort of obligation. If an adventure budgets 1½ hours for a combat encounter, you may as well roll initiative, because you already chose to play. Certainly my D&D Encounters players tended to that outlook. More than once, I heard someone say, “Why are we talking to these guys? You know we will just have to fight them.” In public play, combat encounters so dominated game time that adding or skipping one upended a session’s pacing.

Hoard of the Dragon Queen - Dragon HatcheryFourth edition’s published adventures funneled characters from one encounter to the next, each presented with a little map that showed monster starting positions and a start area for the players. Sometimes my players broke this careful staging by sneaking, or talking, or simply walking around a wilderness encounter. In every case, the adventure’s designer completely overlooked the possibility that someone might choose to skip a fight. The game encouraged dungeon masters to craft encounters too precious to skip.

Fifth edition adventures encourage players to avoid some fights.

Fifth edition jettisons all this. A 5E encounter description consists of a monster name in bold. Adding or skipping a 20-minute fight won’t undermine the session.

You’re free. Avoid a fight by sneaking, or talking, or simply walking around it. Avoiding fights qualifies as smart play. Don’t worry about skipping past the adventure; plenty of monsters remain to fight, and your characters will reach them fresher.

As for the PC start areas, fifth edition drops those too. If you choose to enter a fight, try to start at an advantage. Set fire to the tents. Turn the tables. Hit and run. Surprise the DM. (I know you could do all that in 4E, but most of us just took a place in the start area.)

Despite this freedom, the new game offers new challenges.

Fourth edition proscribed strict recipes for building an encounter. Every combat encounter delivered just enough enemies for an lively fight, but never so many that a character might die. The next room never housed more monsters ready to storm in and tip the odds in favor of a total party kill where everyone dies. (Those of us who started playing before 4E, when such a thing could happen, sometimes abbreviate to TPK.)

Fifth edition encourages you to be wary.

None of this remains true in fifth edition. My Encounters group has started Horde of the Dragon Queen, I find myself starting every session with a warning that the adventure offers fights that the characters cannot win. I do this to discourage the players from, say, making a frontal assault on the raider camp based on faulty assumptions learned in 4E. All the 5E adventures I’ve seen include situations that invite reckless players to a TPK. Do not storm the feast hall of a hill giant steading.

Fifth edition monsters no longer have starting positions keyed on a map. The adventures return to presenting dungeons as dynamic places with creatures that move about. When monsters hear a clash of swords, they can join a battle. You may face enemies prepared to raise an alarm, or to retreat to join allies. Do not let the orcs sound their warhorn. Do not tease the drakes until their enraged roars summon a swarm of kobolds, then retreat into a cavern full of stirges. I do not want a repeat of last Wednesday night.

If you find yourself over your head, you can run away. The withdraw action and the limit on opportunity attacks makes fleeing much less risky than in fourth edition.

Next: More fifth-edition D&D strategy for fourth-edition players