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Monsters struggling to hit players? Common?
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<blockquote data-quote="MNblockhead" data-source="post: 7574717" data-attributes="member: 6796661"><p>I tried and then dropped flanking rules for the reasons explained by others upthread.</p><p></p><p>Far more useful are the optional mob rules in the DMG. If you have enough attackers there are a certain number of automatic hits each round. </p><p></p><p>Having a huge mob of fanatic kobolds swarm out many caves in a large cavern, willing to die for their draconic overlord and just swarm over the high level tank can bring back the fear more effectively than a high CR level boss monster. Sure, the party will mow them down, but wave after way will soften those PCs up right quick and it warms this DMs heart to see the fear and shame in the eyes of players of high high-level characters as they watch their hit points fall away to lowly kobold attacks. </p><p></p><p>Also, traps hit tanks better than attacks. Smart monsters are going to know that there a high-level adventurers / heroes out there that will waste them in a direct fight. Maybe your kobolds have trouble hitting the paladin, which is why they design ceilings to drop on him. </p><p></p><p>More monsters should fight smarter. Strength in numbers, ranged attacks, choke points, traps, anti-siege weapons. The party is told that the cave is defended by only 20 kobolds. But they have couple Hwacha, allowing them to make 200 rocket attacks each round for two rounds. Will the party even stick around for the third round to learn that the kobolds shot their load? </p><p></p><p>Not every battle should be like that. But every now and then throw your party an unexpected challenge to keep them on the toes. Again, not every challenge...unless they're kobolds.</p><p></p><p>All kobolds should be <a href="https://media.wizards.com/2014/downloads/dnd/TuckersKobolds.pdf" target="_blank">Tuckers kobolds</a>.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7574717, member: 6796661"] I tried and then dropped flanking rules for the reasons explained by others upthread. Far more useful are the optional mob rules in the DMG. If you have enough attackers there are a certain number of automatic hits each round. Having a huge mob of fanatic kobolds swarm out many caves in a large cavern, willing to die for their draconic overlord and just swarm over the high level tank can bring back the fear more effectively than a high CR level boss monster. Sure, the party will mow them down, but wave after way will soften those PCs up right quick and it warms this DMs heart to see the fear and shame in the eyes of players of high high-level characters as they watch their hit points fall away to lowly kobold attacks. Also, traps hit tanks better than attacks. Smart monsters are going to know that there a high-level adventurers / heroes out there that will waste them in a direct fight. Maybe your kobolds have trouble hitting the paladin, which is why they design ceilings to drop on him. More monsters should fight smarter. Strength in numbers, ranged attacks, choke points, traps, anti-siege weapons. The party is told that the cave is defended by only 20 kobolds. But they have couple Hwacha, allowing them to make 200 rocket attacks each round for two rounds. Will the party even stick around for the third round to learn that the kobolds shot their load? Not every battle should be like that. But every now and then throw your party an unexpected challenge to keep them on the toes. Again, not every challenge...unless they're kobolds. All kobolds should be [URL="https://media.wizards.com/2014/downloads/dnd/TuckersKobolds.pdf"]Tuckers kobolds[/URL]. [/QUOTE]
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