D&D 5.5e Tactics MOST Players Never Learn — Transcript
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- 0:00Combat on a 5-ft based 1-in grid map in
- 0:03D&D is almost standard nowadays.
- 0:0760% of my audience always use it and
- 0:10only 4% of over 1,600 respondents don't
- 0:13ever.
- 0:14Which is why it's weird there's so
- 0:16little advice for using it well.
- 0:19Instead, we get build videos. But, if
- 0:21your tactics are bad, your build doesn't
- 0:24matter. Whereas if your tactics are
- 0:26great, your build can truly shine. So,
- 0:29today I'm giving away grid-based
- 0:30tactical tips for the players in my
- 0:32eight-weekly games to use against me.
- 0:34Hopefully, you will use them against
- 0:36your DM, too.
- 0:38We'll touch We'll talk reach
- 0:39shenanigans, cover tricks, area denial,
- 0:42flanking without rules, and other
- 0:44tricks. My name is Timothy, though there
- 0:46are those who call me Tim. Welcome to
- 0:49the channel.
- 0:50As much as possible, these tactics are
- 0:52decidedly rules as written. Anytime they
- 0:54enter gray areas and need DM buy-in,
- 0:57I'll try to call it out.
- 0:59First up, did you know that you can
- 1:01trivially add two to your allies' armor
- 1:03class or take it from a friend on your
- 1:06own turn? Because cover is determined by
- 1:08drawing a line from an attacker's most
- 1:10advantageous corner and testing against
- 1:12every corner of a square occupied by
- 1:14their target.
- 1:16And the entire space of an ally or enemy
- 1:18counts as in the way, especially since
- 1:21monsters don't have sharpshooter.
- 1:23Literally, none of them I could find.
- 1:25Anyway, that means standing near
- 1:27anything that obscures just one corner
- 1:30of your square from a straight line to
- 1:32your opponent's best corner is plus two
- 1:34to armor class, whether with a reach
- 1:36attack or a ranged attack. And, of
- 1:39course, you can use walls and objects
- 1:42for the same purpose.
- 1:43Aggressively using cover against your
- 1:45enemies is probably the most
- 1:47underutilized tactic in Dungeons &
- 1:49Dragons. When used well, DMs can't even
- 1:52attack you because walls block targeting
- 1:55completely. So, like, leave the room
- 1:58more or move around the corner. Don't
- 2:00just stand there right in their face and
- 2:02take it. In fact, don't even do that if
- 2:04you're a melee combatant because
- 2:07flanking isn't dead even though it's no
- 2:09longer a rule in 5.5. It's just about
- 2:12pinning people's movement down instead
- 2:14of getting bonuses to hit.
- 2:16The temptation to stand squared up with
- 2:18your opponent on a grid is real, but not
- 2:21all squares on a grid are equal.
- 2:24Whenever possible, claim a diagonal. By
- 2:28taking a diagonal position, any one ally
- 2:30on the far side forces an opportunity
- 2:33attack if the enemy moves away from you
- 2:35or two if the if if you've both followed
- 2:38this rule.
- 2:39And if you're stuck as the only
- 2:41close-range combatant, it's
- 2:43counterintuitive, but your best position
- 2:45to block someone is not always right in
- 2:48front of them.
- 2:49In an open situation where there's room
- 2:51to circle you, you need to maintain at
- 2:53least 10 ft between you and your allies
- 2:56versus a medium opponent because they
- 2:58can freely circle to a better target
- 3:00with no consequences otherwise. So, if
- 3:03you're the tank, get distance from your
- 3:05mates.
- 3:06If the enemy are already close to your
- 3:08squishy, that means protection might
- 3:10mean moving past an enemy and
- 3:12threatening them with your opportunity
- 3:14attacks if they try to move any closer.
- 3:16Especially if you hit like a truck or
- 3:19have something like sentinel to shut
- 3:21down their escape.
- 3:23In tight quarters, however, it's much
- 3:25harder to move around an enemy and
- 3:28moving through an occupied square is
- 3:30harder than people think.
- 3:32Standing in the doorway or in a tight
- 3:34corridor, even if you're knocked prone,
- 3:36you cannot be moved through without a
- 3:39special trait or being tiny, anyway.
- 3:42It's a very strong defensive position
- 3:44that gets overlooked a lot, especially a
- 3:46bit the bit about being prone, but still
- 3:49in control. In our head, it makes sense
- 3:51to hop the prone guy, but only if you're
- 3:54incapacitated can your square be passed
- 3:56through. And even then, you count as
- 3:59difficult terrain, which applies to
- 4:01monsters, too.
- 4:02Dead monsters are likely considered
- 4:04incapacitated ones. Would make sense.
- 4:07Creating little bloody pools of
- 4:08difficult terrain. But stunned and
- 4:11paralyzed opponents also stop blocking
- 4:14your movement aside from the difficult
- 4:16terrain thing.
- 4:17Just beware of 10-ft and taller ceilings
- 4:21because anyone capable of a 20-ft long
- 4:24jump can leap right over a medium or
- 4:26small foe, potentially with a DC 10
- 4:28Athletics check.
- 4:30Because we get 1/4 of long jump distance
- 4:32as height to clear obstacles by the
- 4:34rules.
- 4:36Rules don't cover where in your jump
- 4:38that height caps out, so ask your DM.
- 4:41You'll also have to ask your DM about
- 4:42jumping dead creatures. Most dead
- 4:44creatures are probably low enough
- 4:46obstacles that a 10-ft jump will clear
- 4:48them, but the rules don't specify.
- 4:51Weirdly, your DM will probably rule
- 4:53against this, but by raw, there's
- 4:55nothing stopping you from repeatedly
- 4:57jumping for your whole movement, which
- 5:00allows you to clear a lot of difficult
- 5:02terrain without the usual penalty to
- 5:03movement costs. Though you need a DC 10
- 5:06Acrobatics to land safely in difficult
- 5:09terrain along the way.
- 5:10But Mario Brothers movement mode, I
- 5:12guess.
- 5:14Speaking of weird things like that, half
- 5:16squares. Half squares are weird. Because
- 5:19the rules don't actually acknowledge
- 5:20that you can stand somewhere but exactly
- 5:24on a square. So you'll need to clear it
- 5:26with your DM.
- 5:27But standing in a half square allows
- 5:29your 5-ft reach to cover a wider front
- 5:31line and potentially block path down a
- 5:3410-ft wide hall to medium-size
- 5:36creatures.
- 5:37Because in 5.5, there are no rules for
- 5:40squeezing through half squares, either.
- 5:43But since you're already off book, your
- 5:45DM will have to sort that out if they
- 5:47allow it. I call half squares squeezing
- 5:49and use the 2014 rules. Essentially, the
- 5:52penalties are restrained but moving
- 5:54through difficult terrain instead of
- 5:55restricting the squeezers speed to zero.
- 5:58Your mileage may vary.
- 6:00One place where half squares do have
- 6:02rules is that area of effect spells hit
- 6:05a creature if they half cover a target
- 6:07square, which means you have some wiggle
- 6:09room for targeting spells.
- 6:11Lightning bolts can cover a 10-ft path
- 6:13in a straight line. 20 by 20-ft squares
- 6:16like the web scale spell can actually
- 6:18cover 20 by 25 when you need them to.
- 6:22And a 5-ft cube like cloud of daggers
- 6:24can cover two adjacent squares, not just
- 6:27one.
- 6:28Though amusingly, uh affects no squares
- 6:31if you target a corner
- 6:33uh
- 6:34to cover a quarter of four different
- 6:36squares, which would be less awesome
- 6:38targeting.
- 6:39Polearms, on the other hand, are
- 6:42awesome.
- 6:43Though the reach property does one weird
- 6:45thing that people see as a weakness.
- 6:48Because you only provoke opportunity
- 6:50attacks when you leave a creature's
- 6:51reach. So, with a halberd, someone only
- 6:54provokes if they go from 10 ft to 15 ft
- 6:57away, right?
- 6:59No, wrong. Because rules for unarmed
- 7:01strikes allow you to use any body part
- 7:04and specifically have a 5-ft range. So,
- 7:07you can double your opportunity attack
- 7:09options by remembering unarmed strikes,
- 7:12which combines with sentinel quite
- 7:14nicely.
- 7:15Incidentally, this potentially applies
- 7:17to monsters, too, but also means they
- 7:20and you can only grapple someone within
- 7:225 ft even if they normally have 10 ft
- 7:25natural reach.
- 7:27While you're at it, remember unarmed
- 7:29strikes can be grapples to stop
- 7:31movement.
- 7:32>> Speaking
- 7:34>> Speaking of grappling. But sometimes,
- 7:36there's a better option. Specifically,
- 7:38if they have spent half or more of their
- 7:41speed. Like if they just stood up from
- 7:43you toppling them with your maul on your
- 7:45turn.
- 7:46>> [snorts]
- 7:46>> Because you can use the shove action to
- 7:48knock them prone again, leaving them
- 7:50ready for beating. And depending on your
- 7:52DM's interpretation, if allies provoke a
- 7:56shove for 5 ft extra movement might be
- 7:58exactly what your friend needs to reach
- 7:59the front lines of battle. So, don't
- 8:01forget teamwork.
- 8:03And remember, provoking opportunity
- 8:04attacks is not always a bad choice.
- 8:08If you'd like to know when you should
- 8:09offer up that free attack, check out
- 8:11this next video. Thanks for watching and
- 8:13happy adventuring.
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