Hello all,
Wanted a few opinions about challenging a group. About to take my first swipe at a new 5e campaign.
I play with a group of friends I have known for more than three decades. There is no cheating, no messing up other people's fun, no real naysaying...we left that behind in high school! So I have the ability to make a request that is not a rule.
I am reskinning some published stuff (e.g. yawning portal, etc.) to be placed in a campaign world I have worked on for some time. I do not want the very experienced group to blow through things. I also do not want to impinge on creativity and options too much. Which of the following would you recommend? Also what would you add to the list?
1. Discourage bless+ GWM and SS
2. Default array/point buy vs. rolling
3. No feats + multiclass
4. Certain multiclass combos discouraged
5. simply add CR to encounters
6. Limit the group to 4 PCs
7. some combination of the above or something you would like to suggest
Lastly, this is not an indictment of the system or any style of gaming, at all. I just want more chances for players to feel the heat and do tactical retreats/high five one another after successes.
I want success to be likely, failure to be very possible with the dial or likelihood being moved by choice, incredibly good and bad die rolling excepted.
The plan would be to tell people up front combat is a "war game" and to treat it as such. In wargames poor reconnaissance and overconfidence can lead to custer's last stand. Don't be that guy!