[RPG] How to break the “Death Loop” resulting from unfortunate initiative order

combatdnd-5einitiativetactics

In a recent session, an encounter with a single particularly tough Orc (who was my doppelganger, trying to kill me) left the party dealing chip damage a few rounds at a time while they attempted to bring down my character, the de facto tank of the group. Eventually, they were able to reduce my character down to 0 hitpoints.

Now, being a (relatively) well-balanced group, we had a healer (a Druid) who was dutifully keeping me alive, healing me every time I went down to ensure that I couldn't just straight-up die from this encounter. But there was a big problem: in the Initiative order, the order was specified as OrcMeOur DruidOur Rogue. (All party members are level 6).

What this meant is that in these stages of the fight, the encounter, for many turns in a row, looked like this:

  1. Orc attacks me (twice), at least one hit hits me, reduces me to 0 hit points
  2. My turn begins, I make a Death Saving Throw. Irrespective of the result, I'm still alive, but still unconscious and bleeding out (I never successfully rolled a Natural 20).
  3. Druid heals me, I'm back up with some quantity of hit points (usually about 4-9)
  4. Our Rogue attempts and (usually) fails to deal damage to the Orc (Long Story Short, their stats are suboptimal for combat situations)
  5. Orc sees me up, attacks again, and with advantage (due to me still being prone) basically guarantees both hits, I go down again
  6. My turn, I make a death saving throw
  7. Druid heals me
  8. Rogue (maybe) gets in some damage
  9. Orc attacks me
  10. ♪♪Here we go again♪♪

What kind of options did we have to mitigate or stave off this cycle, which only ended after our rogue managed to deal enough damage to bring the Orc down about 5 cycles later?


One important constraint is that we did not have any meaningful "Crowd Control" type abilities: our Rogue was an Assassination Rogue (no spells, no powerful tactical abilities), our Druid was using their whole turn keeping me alive (a double hit usually resulted in me dropping to two automatic failures, meaning waiting even a single turn to heal me could have left me dead), and my turns were all spent bleeding out due to 0 hit points (so my Paladin features were unusable during this process). What could we have done to break this cycle early?

We did not have any (useful) magic items. I (the paladin) had an attuned Spell gem that could cast Shield of Faith (but which would have required me to be up long enough to actually cast it), and our Rogue had a pair of Boots of Flying that, for RP purposes, they did not have knowledge of their capabilities. Neither of which, naturally, could be used. Both I and the Druid had both Potions and Healers Kits (but like I said, I was stun-locked and the Druid was using said potions or Cure Wounds as their Action each turn).

The rogue did not have proficiency or expertise in Athletics—we did not attempt any Grapple checks in this fight, and in hindsight it does seem like something we should have tried, so that information is available if it factors into the strategy.

In terms of spells, I don't recall exactly which spells the Druid had prepared, but I do recall they were out of all spell slots except for first level slots, and were alternating between Cure Wounds and administered Potions of Healing to keep me alive. I had two remaining first level spell slots, with Bless, Command, Ensnaring Strike and Speak with Animals prepared (Ancients Paladin), but like mentioned, I was in no situation where I could use these spells.

Also, because it's been brought up a few times: the encounter was structured as an encounter between us and a group of identical doppelgangers of the party. So the 'Orc' in question was, in fact, a clone of my Half-Orc Paladin (at least in terms of stats and abilities). All of the clones had explicitly incentivised targeting their respective doppelganger, which is why the clone kept focusing me down, even after going unconscious. At this point in the fight, the clone Rogue + clone Druid had already gone down (low HP + bad positioning + use of my Ancient's Paladin spell/class features to root them in place) made them vulnerable to AOE attacks from the real Druid), but the clone Paladin (me) had managed to stay up through persistent use of Lay on Hands + spell healing, which brought us to the point where this post begins.

Best Answer

You could break out of the loop if the druid had any healing potions and 1 spell slot remaining upon realizing the loop existed.

Here's the general flow:

  1. Enemy orc's turn finishes, with friendly orc having 2 failed death saves.
  2. Friendly orc's turn comes and goes, hopefully without a failed death save. (Not much to do if this fails!)
  3. Druid's turn comes. They cast cure wounds on the friendly orc, then use their free object interaction to take out a remaining healing potion and hold it out to be accessible for the rogue. (Cure wounds is a V, S component spell, so after casting, they have a free hand for holding the potion.)
  4. Rogue's turn comes. They grab the potion with their free object interaction, and ready using it after the orc takes 2 more attacks.
    • (Alternatively, the rogue could loot the potions off the friendly orc's unconscious body instead of waiting for a druid handoff, though this may take >1 round depending on the DM's ruling)
  5. Enemy orc's turn comes. They swing twice at the conscious friendly orc, and worst-case hit twice bringing them back to 2 failed death saves.
  6. The rogue's readied healing potion administration goes off, healing the friendly orc.
  7. The friendly orc is now conscious at the start of their turn and we've broken the cycle.

The nice thing here is, with the exception of the death save roll, there's no random chance that could interfere with this plan. If the friendly orc survives their first turn at 2 failed death saves, they will be conscious at the start of their next turn.

Now, there's the possibility of re-entering this cycle next round, of course, but at least the friendly orc can actually take their turn. The best outcome here would likely be the friendly orc standing up, then getting healed over the course of the round to the point where they wouldn't fall in two swings anymore.

After taking these steps, you could also reverse this loop into the enemy orc being unable to keep the friendly one unconscious by having the druid ready cure wounds or a healing potion for after the orc finishes attacking on their following turns, essentially guaranteeing the friendly orc starts their turn conscious for as long as the druid has resources.

If that's not an option, one possibility for gaining some time would be having the paladin perform an ensnaring strike, followed by taking the Attack action. Luck willing, you could land a hit on the first swing, ensnare the enemy paladin, then use the second attack to shove the target 5 feet, preventing the orc from reaching you again so easily.