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<blockquote data-quote="Quickleaf" data-source="post: 7521003" data-attributes="member: 20323"><p>Keep in mind that "grind" is a perception-based issue. If a negotiation, puzzle, or a combat takes 90 minutes, but everyone was engaged and having fun during that time, then it wasn't really a "grind."</p><p></p><p></p><p>I've regularly run for a group of 6, 7, or 8. Here are some of my tips:</p><ul> <li data-xf-list-type="ul">Don't worry about making <em>every</em> encounter challenging. Letting the players totally curb stomp the monsters every now and then is good for pacing. For example, the first encounter in <em>Forge of Fury</em> are 2 grumbling orcs guarding The Mountain Door; I'd totally leave that as is, making the challenge not be one of tactical power but of cleverly, swiftly, and quietly dealing with these guards. </li> <li data-xf-list-type="ul">Similarly, don't make every combat's goal be "kill all monsters." That might require some elbow grease running a combat-focused adventure like <em>Forge of Fury.</em> Varied objectives encourage varied approaches and can divine the players between (a) fighting monsters and (b) completing their objective (which might involve taking other actions). If everything looks like a nail, then of course they'll use a hammer. Variety keeps things fun.</li> <li data-xf-list-type="ul">Before upping the number of monsters, using higher CR monsters, or modifying monsters' stat blocks...before taking that step, make encounters harder with smarter monster tactics & challenging terrain/hazards. For example, in The Mountain Door Area 3: The Rift Hall, there's a rope bridge spanning a 200-ft-deep chasm with 2 orcish archers on the far side. The text seems to imply the orcs throw javelins, but <em>it's a rope bridge</em>, so why wouldn't they just cut it? In my DM notes, I'd jot down: <em>One orc provides covering fire while other hacks at the Rope Bridge: AC 10, HP 22, immune bludgeoning, poison, psychic, resistance piercing.</em></li> <li data-xf-list-type="ul">For significant combats, I generally include one twist/development for parties of 3-5 players. For larger parties I include two or even three twists/developments. These are events I introduce roughly halfway or one-third of the way through the combat to keep things fresh. For example in The Mountain Door Area 9: Shaman's Lair, you might have the first development be the shaman making a "wall of alchemist's fire" and releasing the stirges, while you might have the second development be rescued slaves panicking and running away from the stirges (potentially endangering themselves)...or the shaman might flee through the secret door.</li> <li data-xf-list-type="ul">Avoid magic items just lying around. If during your DM prep you notice a magic item near an area with marginally clever monsters, equip one of those monsters with the magic item.</li> </ul><p></p><p></p><p>I've learned that those encounter difficulty rating rules are not too reliable. I've found the the Adventuring Day XP guidelines on DMG p84 to be more reliable.</p><p></p><p>Be aware that there are plenty of nasty low CR monsters like shadows & intellect devourers (ability score damage), hobgoblins & ogres (hitting above their weight class), and basilisks (petrification). Yes, you do have a broader "toolbox" of monsters at higher level, but you can use "weak" monsters to great effect (Tucker's Kobolds being the classic example). </p><p></p><p>Also, it's a cinch to take monsters like the carrion crawler – whose paralyzation power was neutered since AD&D/3e with a "save each round" clause – and make it closer to the AD&D version by not granting ongoing saves. Instead you could allow a PC with Nature/Medicine proficiency to recognize an antidote fungus or something like that, thus requiring another player take action to un-paralyze their companion. Larger parties can afford these sorts of ancillary actions.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7521003, member: 20323"] Keep in mind that "grind" is a perception-based issue. If a negotiation, puzzle, or a combat takes 90 minutes, but everyone was engaged and having fun during that time, then it wasn't really a "grind." I've regularly run for a group of 6, 7, or 8. Here are some of my tips: [list][*]Don't worry about making [I]every[/I] encounter challenging. Letting the players totally curb stomp the monsters every now and then is good for pacing. For example, the first encounter in [I]Forge of Fury[/I] are 2 grumbling orcs guarding The Mountain Door; I'd totally leave that as is, making the challenge not be one of tactical power but of cleverly, swiftly, and quietly dealing with these guards. [*]Similarly, don't make every combat's goal be "kill all monsters." That might require some elbow grease running a combat-focused adventure like [I]Forge of Fury.[/I] Varied objectives encourage varied approaches and can divine the players between (a) fighting monsters and (b) completing their objective (which might involve taking other actions). If everything looks like a nail, then of course they'll use a hammer. Variety keeps things fun. [*]Before upping the number of monsters, using higher CR monsters, or modifying monsters' stat blocks...before taking that step, make encounters harder with smarter monster tactics & challenging terrain/hazards. For example, in The Mountain Door Area 3: The Rift Hall, there's a rope bridge spanning a 200-ft-deep chasm with 2 orcish archers on the far side. The text seems to imply the orcs throw javelins, but [I]it's a rope bridge[/I], so why wouldn't they just cut it? In my DM notes, I'd jot down: [I]One orc provides covering fire while other hacks at the Rope Bridge: AC 10, HP 22, immune bludgeoning, poison, psychic, resistance piercing.[/I] [*]For significant combats, I generally include one twist/development for parties of 3-5 players. For larger parties I include two or even three twists/developments. These are events I introduce roughly halfway or one-third of the way through the combat to keep things fresh. For example in The Mountain Door Area 9: Shaman's Lair, you might have the first development be the shaman making a "wall of alchemist's fire" and releasing the stirges, while you might have the second development be rescued slaves panicking and running away from the stirges (potentially endangering themselves)...or the shaman might flee through the secret door. [*]Avoid magic items just lying around. If during your DM prep you notice a magic item near an area with marginally clever monsters, equip one of those monsters with the magic item.[/list] I've learned that those encounter difficulty rating rules are not too reliable. I've found the the Adventuring Day XP guidelines on DMG p84 to be more reliable. Be aware that there are plenty of nasty low CR monsters like shadows & intellect devourers (ability score damage), hobgoblins & ogres (hitting above their weight class), and basilisks (petrification). Yes, you do have a broader "toolbox" of monsters at higher level, but you can use "weak" monsters to great effect (Tucker's Kobolds being the classic example). Also, it's a cinch to take monsters like the carrion crawler – whose paralyzation power was neutered since AD&D/3e with a "save each round" clause – and make it closer to the AD&D version by not granting ongoing saves. Instead you could allow a PC with Nature/Medicine proficiency to recognize an antidote fungus or something like that, thus requiring another player take action to un-paralyze their companion. Larger parties can afford these sorts of ancillary actions. [/QUOTE]
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