
The alpha strike is a tried-and-true tactic from the earliest days of D&D. The name is stolen from Star Trek wargaming. In the game Starfleet Battles, a player launches an alpha strike by maneuvering into the optimal range (usually point-blank) and then cutting loose with every weapon on the ship. It perfectly recreates those moments in TV and movies where the ships crawl towards each other, and one is blasting, blasting, blasting while the camera shakes with every hit and someone is calling out in tones of escalating concern the worsening condition of the shields, the soundtrack rises to a tense pitch, and the captain yells, “FIRE!”

Even in cases where the monsters do get weaker, players are encouraged to launch an alpha strike. The damage from most breath weapons in early versions of D&D is usually equal to that monster's current hit points. The quicker you whittle those away, the more likely you are to survive the blast. This is why, when you put together an encounter of a bunch of goblins and a hellhound, the players will likely ignore the goblins as much as possible until the hellhound is dead.
This can be annoying for the DM, because it's the reverse of a good cinematic fight. Instead of the danger ramping up as the players wade through the minions, you get a brief moment of tension, followed by a drawn-out mopping up phase. (You might be tempted to save your villain by declaring that he survives or even shrugs off this attack. But now the players are looking at a foe who hasn't been noticeably weakened and they've likely burned resources in their alpha strike that they can't get back without resting up. The players will probably retreat in this case, in order to come up with a better, more certain one-shot kill.)

(This also means that wizard duels in D&D-land are not drawn out battles of wits, or back-and-forth exchanges of spells. They look more like the gunslinger showdowns of the Wild West, where the fastest draw, er, I mean, incantation, usually wins.)
Keep this in mind when using magic-users in your adventures. The first time the players see how effective sleep is as a spell, it's going to make an impression on them. They absolutely do not want to go out to a coup de grace like those goblins in their first adventure. If they see a spell-slinger, they are going to pile on the hurt. This is why the guy in the pointy hat dies first, and usually with extreme prejudice.
Often, the best way to protect your magic-users, either as a player or a DM, is to make sure they don't look like magic-users. Obviously, once they start slinging spells, the jig is up, but by making the magic-users look innocuous, they might actually survive long enough to get off that first spell. Generally, the first and best magical protection that isn't armour goes the magic-users as well. They also usually carry at least one healing potion, since any hit they take is likely to be catastrophic. It's also common to give the magic-user a bodyguard of some sort, just in case somebody rushes in and tries to stick something sharp and pointy into his or her face.
Photo credits: Focal Intent, Benimoto, and seanmcgrath.
No comments:
Post a Comment