unless the dragon can make other moves its pretty much locked down from there until the end of the fight.
Of course the dragon can make other moves when someone is hack-and-slashing it. The dragon does whatever it does. The Fighter does whatever he does in response. Based on
those fictional actions taken you figure out what moves to roll next.
This is what I meant by the danger of "running a fight," in my post way up above. Going in "turns", treating moves as mechanics-first, etc. etc. That's the root of the problem here.
(and if it can still attack playing a melee character is now suicidal 'i roll a 9 to hack and slash and take 25 damage, now the monster gets to go and hits me for 25 more' .... x_x dead)
Hang on. That's not how it works. The GM says
what the dragon does, then asks what you do in response. The GM doesn't just say, "The dragon attacks, take 25 damage." The GM says the concrete, fictional action the dragon takes, then asks the player(s) what they do. Based on those two factors, a move might be called for (or it might not).
That's, like, the core of the game.
The same thing goes for the Fighter flanked by three foes, or the Bard trying to cast healing spells for the entire fight while under duress, or anything else in the game. You can't treat anything as mechanics-first, or you head off down this weird path that your group is currently on.
"I hack-and-slashed it with a 10+, so now it doesn't get to do anything" is not a rule. "I hack-and-slashed the group, so now I don't have to defy danger when those guys flank me," is not a rule.
The rule is: when you do it, you roll it. Period.
The mechanics that have been used previously do not factor into it.I suspect that's 50% of it. The other, related part is the GM failing to take enough actions for the monsters. Just like the PCs, the monsters get to do things -- even if someone hits them with hack and slash with a 10+. That doesn't "freeze" anything. Why would it? The PCs get to do things after they get hit. Monsters are the same.
Those six goblins gets to do six things, potentially. That's a lot of shit to deal with! Far from the walk in the park that it seems to be for your group.