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Why Good Players Do Not 14.25.
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<blockquote data-quote="smbakeresq" data-source="post: 7000688" data-attributes="member: 28301"><p>To be a DM you need to know how players build their characters. DM also requires better thinking then is in MM, the key to overcoming the players inherent advantages is to use the rules, especially advantage to greater effect then the players can.</p><p></p><p>Archery style is well known by some, they do get mad when you drop the Fog Cloud over them. Players really get mad when they run into the Storm Giant archer using those same feats. </p><p></p><p>A creature with blindsense or tremor sense wont rely on darkness, they will rely on darkness and haze. Try gelatinous cubes in a dark hazy room, or under a wooden floor which they eat through when they sense creatures walking on it. The good natured players have no problems.</p><p></p><p>Mobs are challenges if you use them right. I find that having them not all go on same initiative count greatly increases difficulty. For example you can have 5 groups of 4, some can use help action so next group all attacks with advantage. If proper grapping rules are in place then you can also just overbear characters, as a simple use just have the help action grant advantage on the grappling checks. The help action can also be used to help a monster prone a character and then the rest to swarm him, a player fighting from the ground will perk up and get excited. The BBEG should always have minions granting him advantage.</p><p></p><p>The standard creatures need help to get them after the players.</p><p></p><p>The players will always have an AC advantage, so you just have to grind them out, when players lose HP they get excited.</p><p></p><p>The lack of good grapple and or grab rules help the players. It used to be a giant could grapple you and get a bonus for str and just for its size, so they were scary. not so much anymore</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7000688, member: 28301"] To be a DM you need to know how players build their characters. DM also requires better thinking then is in MM, the key to overcoming the players inherent advantages is to use the rules, especially advantage to greater effect then the players can. Archery style is well known by some, they do get mad when you drop the Fog Cloud over them. Players really get mad when they run into the Storm Giant archer using those same feats. A creature with blindsense or tremor sense wont rely on darkness, they will rely on darkness and haze. Try gelatinous cubes in a dark hazy room, or under a wooden floor which they eat through when they sense creatures walking on it. The good natured players have no problems. Mobs are challenges if you use them right. I find that having them not all go on same initiative count greatly increases difficulty. For example you can have 5 groups of 4, some can use help action so next group all attacks with advantage. If proper grapping rules are in place then you can also just overbear characters, as a simple use just have the help action grant advantage on the grappling checks. The help action can also be used to help a monster prone a character and then the rest to swarm him, a player fighting from the ground will perk up and get excited. The BBEG should always have minions granting him advantage. The standard creatures need help to get them after the players. The players will always have an AC advantage, so you just have to grind them out, when players lose HP they get excited. The lack of good grapple and or grab rules help the players. It used to be a giant could grapple you and get a bonus for str and just for its size, so they were scary. not so much anymore [/QUOTE]
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