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A simple solution to 'easy mode D&D' and the 6-8 combats problem
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<blockquote data-quote="smbakeresq" data-source="post: 7284819" data-attributes="member: 28301"><p>I believe D&D is a contest of wits and attrition. The current version suggests far to many rests so attrition doesn’t really take place HP wise and abilities are reset so often you don’t have to manage them, it’s just nova, contribute, rest. I run 3-5 encounters before a short rest, sometimes more depending on enemy organization and intelligence. </p><p></p><p>The lawfully aligned, organized hobgoblin camp will have regular patrols, they will notice things out of order, they will send out hit squads to investigate trouble. The not so bright or organized hill giants wouldn’t do any of those things, they might not notice an overdue patrol for a while. Play your bad guys that way and encounters get harder but also there will be no short resting in many situations. </p><p></p><p>The monsters have every option in the PHB for combat also. Yes, the hobgoblin minion would use the help action to give his fire giant blacksmith boss advantage. The Fire giant assistant would try to knock a PC prone so The hobgoblins would swarm him with advantage, and there is no reason why the Fire Giant apprentice would not try to grab the rogue and throw him into the fire elemental that heats the forge. Of course the kobolds will have barrels of oil and acid ready to cover everyone with</p><p></p><p>As far as swarms of minions, just have half of them use the help action to give the other half advantage. It’s the same number of rolls but more of them get through. For small ones that actually swarm creatures have them use help action to grapple. </p><p></p><p>Class levels and feats are a great idea, been using them for a while. The Frost Giant with 4 levels of fighter with great weapon mastery feat rolling multiattacks at 3d12+17 is much better. Giving any monster with a ranged weapon SS and having them attack from range is as annoying for the players as the hordes of scatter-shotting archers in Dragon Age.</p><p></p><p>There is no reason that prepared enemy’s shouldn’t have terrain advantages. The Fire Giant fortress should have channels of lava through it, the kobold lair should be filled with traps, dead falls, small tunnels in the ceiling they can attack from. A small thing like ghouls and ghosts attacking from under the water (they don’t need to breathe)changes an encounter. The perception check to detect them under the water would be at disadvantage unless PC play smart, like tossing rocks with light cantrips on them into the water (which you should do as a player more often.)</p><p></p><p></p><p>A good example of something simple but tough is the Age of Worms path using Son’s of Kyuss. The DC check to avoid a worm getting on you is 11 vs DEX. That’s low, and it doesn’t scale. However In most encounters every PC will have to save every multiple times every round, eventually you fail one.</p><p></p><p></p><p>A simple thing that has added much excitement is critical hits. As a carry over from different days I use the old rule that critical are maximum damage + whatever you just rolled (we roll attack and damage at the same time.) The players like it since a critical hit is always big, I don think it’s fun to roll a crit %5 of the time then crap out with ones on the damage dice. However the monsters get the same rule, the Frost Giant above with great weapon master feat just hit you for 36+17+3d12 bonus critical dice and gets to attack again from the feat. That’s an eye opener for the players. This rule change works well at the table because players try to up crits to use them smartly, promoting good play for which players should be rewarded; but the PCs must withstand far more rolls against them as they are generally outnumbered.</p><p></p><p></p><p>Sent from my iPhone using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7284819, member: 28301"] I believe D&D is a contest of wits and attrition. The current version suggests far to many rests so attrition doesn’t really take place HP wise and abilities are reset so often you don’t have to manage them, it’s just nova, contribute, rest. I run 3-5 encounters before a short rest, sometimes more depending on enemy organization and intelligence. The lawfully aligned, organized hobgoblin camp will have regular patrols, they will notice things out of order, they will send out hit squads to investigate trouble. The not so bright or organized hill giants wouldn’t do any of those things, they might not notice an overdue patrol for a while. Play your bad guys that way and encounters get harder but also there will be no short resting in many situations. The monsters have every option in the PHB for combat also. Yes, the hobgoblin minion would use the help action to give his fire giant blacksmith boss advantage. The Fire giant assistant would try to knock a PC prone so The hobgoblins would swarm him with advantage, and there is no reason why the Fire Giant apprentice would not try to grab the rogue and throw him into the fire elemental that heats the forge. Of course the kobolds will have barrels of oil and acid ready to cover everyone with As far as swarms of minions, just have half of them use the help action to give the other half advantage. It’s the same number of rolls but more of them get through. For small ones that actually swarm creatures have them use help action to grapple. Class levels and feats are a great idea, been using them for a while. The Frost Giant with 4 levels of fighter with great weapon mastery feat rolling multiattacks at 3d12+17 is much better. Giving any monster with a ranged weapon SS and having them attack from range is as annoying for the players as the hordes of scatter-shotting archers in Dragon Age. There is no reason that prepared enemy’s shouldn’t have terrain advantages. The Fire Giant fortress should have channels of lava through it, the kobold lair should be filled with traps, dead falls, small tunnels in the ceiling they can attack from. A small thing like ghouls and ghosts attacking from under the water (they don’t need to breathe)changes an encounter. The perception check to detect them under the water would be at disadvantage unless PC play smart, like tossing rocks with light cantrips on them into the water (which you should do as a player more often.) A good example of something simple but tough is the Age of Worms path using Son’s of Kyuss. The DC check to avoid a worm getting on you is 11 vs DEX. That’s low, and it doesn’t scale. However In most encounters every PC will have to save every multiple times every round, eventually you fail one. A simple thing that has added much excitement is critical hits. As a carry over from different days I use the old rule that critical are maximum damage + whatever you just rolled (we roll attack and damage at the same time.) The players like it since a critical hit is always big, I don think it’s fun to roll a crit %5 of the time then crap out with ones on the damage dice. However the monsters get the same rule, the Frost Giant above with great weapon master feat just hit you for 36+17+3d12 bonus critical dice and gets to attack again from the feat. That’s an eye opener for the players. This rule change works well at the table because players try to up crits to use them smartly, promoting good play for which players should be rewarded; but the PCs must withstand far more rolls against them as they are generally outnumbered. Sent from my iPhone using [url=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/url] [/QUOTE]
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A simple solution to 'easy mode D&D' and the 6-8 combats problem
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