D&D 5E Running D&D 5e for Levels 10+

bgbarcus

Explorer
With six smart players, dragons need some help to become the iconic dangerous opponent they are supposed to be. Some of the things I've done are: 1) increased the AC of all adult and ancient dragons by +5 over the MM; 1) all ancient and most adult dragons are spellcasters; 3) I increased the rate of breath weapon recharging for adult and ancient dragons; 4) if a spellcasting dragon has Haste, I only give it to the most dangerous, the Haste improves their breath recharge rate, for instance 4-6 instead of 5-6.

A few exceptional ancient dragons exist that get other personal powers. That was inspired by a description of Klauth in the Forgotten Realms carrying two wands and being able to use both on his turn.

The intent is that every dragon fight should be unique, they are not just random monsters.

Even with those power increases and nasty lairs designed to highlight the dragon's power while limiting the PCs options, high level characters are able to handle most dragons without too much risk of failing. However, they have been known to retreat after seeing the dragon's lair and capabilities so they can come up with a better plan of attack.
 

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CapnZapp

Legend
Falling damage is survivable though: Why not just snag the caster as you swoop past, fly out of range of their allies' attacks, and chew until the squeaking stops.

The caster may be able to poke you a bit while you're munching on them, but they'll be at disadvantage to hit in melee. If they get you to drop them, jump up and down on them a bit and then grab them before their allies catch up.

The first thing to bear in mind for any intelligent being when about to engage in combat with a team of beings that it regards as definite threats is: Don't.
Dismantle the team, and fight the range specialists in melee and the melee specialists with your breath weapon and dropped rocks.
What amazes me with the continued defense of the weak MM stats is that it relies on doing things I imagine few groups would find actually fun.

Most players of D&D want and expect the BBEG to stand there, daring the party members to challenge it.

To me, if the only way a dragon can be a tough combat encounter is if it stays off the combat map, and resorts to cowardly tactics, that is itself a miserable failure.

The entire complaint is this:

We want iconic monsters (and it doesn't get more iconic than dragons) to be able to land in the middle of the party, and to actually use its claws, bite, breath etc on the heroes, without having to worry about getting instakilled pathetic-style.

I'm sure there are some sneaky critters for which underhanded tactics that mostly frustrate the players are appropriate but dragons sure aren't them.

To most of us, that's not much to ask. In fact, that's just our minimal expectation.

Trying to justify the weak stats by suggesting the dragon should deny the players their big set-piece combat far from salvages the MM stats - instead it just confirms that our complaints are valid and something needs to be done.

We expect - nay demand - that each edition's monster design takes into account what the PHB hands out to players. If the PHB gives out ways to, say, shut down flight at mid-level, for instance, then appropriate-CR flying foes better come equipped with a counter to that, built right into their stat block. Having a dragon be helpless to the trivial strategy to immobilize it so it drops from the sky like a rock is piss-poor design.

Please don't try to hide this, let alone justify it.

Especially cut the crap about "intelligent" foes. I'm dead tired of the notion that all a designer needs to do is to slap "Int 20" onto an otherwise uninspired mediocre stat block, and suddenly it's on the DM to make that work. I call bullcrap! :mad:
 

TwoSix

Dirty, realism-hating munchkin powergamer
Most players of D&D want and expect the BBEG to stand there, daring the party members to challenge it.
While I don't disagree with you, you're definitely going to get pushback on this line from the OSR/"Combat as War"/"the real challenge is the environment!" camp.
 

CapnZapp

Legend
While I don't disagree with you, you're definitely going to get pushback on this line from the OSR/"Combat as War"/"the real challenge is the environment!" camp.
Sure.

My point isn't "having your Dragon hide in the trenches makes you play D&D wrong"

My point is "don't assume that suggestion is a workable fix for poor stats in general, across all tables"

(For some - many - tables, the cure is actually worse than the disease!)

Cheers!

Sent from my C6603 using EN World mobile app
 

bgbarcus

Explorer
What amazes me with the continued defense of the weak MM stats is that it relies on doing things I imagine few groups would find actually fun.

The entire complaint is this:

We want iconic monsters (and it doesn't get more iconic than dragons) to be able to land in the middle of the party, and to actually use its claws, bite, breath etc on the heroes, without having to worry about getting instakilled pathetic-style.

This is a valid complaint. I'm perfectly happy changing monster stats to fit my game. In fact I prefer to change them so players reading the MM during an encounter are more likely to shoot themselves in the foot. But, that doesn't change the fact that the MM is written for easy mode where PCs run by experienced players never die or even feel especially threatened.

Easy mode is an OK starting point.

It would be nice if the books acknowledged that they are written for novices and provided some DM guidance for bumping individual monsters to hard and deadly mode. I can do it on my own because I started DM'ing thirty years ago and have lots of practice. New DMs whose players are getting good at the game are going to have a harder time challenging those players.
 

Sacrosanct

Legend
What amazes me with the continued defense of the weak MM stats is that it relies on doing things I imagine few groups would find actually fun.

If you think only a few groups find it fun to role-play monsters and opponents as living creatures with motivations and who like to take into account the game world and environment, then you would be very, very wrong. It is a roleplaying game after all. Seriously, this is one of the more confusing things about you making comments like this. In just about every thread, for years, it's pointed out that that your playstyle is the minority, and yet you continue to assume everyone plays like you, or that your style is the default. Who is this "we" you keep talking about? Hate to break it to you, but players who prefer min/maxing and treating combat like a tactical boardgame with no actual role-playing of the opponents but instead treating them no more than statblocks is not how most people play the game. Is it a valid style? Sure. But not only is it a minority style, it literally tells you in every DMG since AD&D that the assumed style of play is for the DM to run opponents as living creatures with motivations, goals, strategy appropriate to them, and how important the world and environment around them is important.


Most players of D&D want and expect the BBEG to stand there, daring the party members to challenge it.

Again, assuming "most". What basis do you have for this? *Most* players do not want and expect the BBEG to be nothing more than a statblock to be taken in arena combat. This seems evident not only by the survey results we have and forum comments, but also by how the game is designed by how advice is given to DMs on running creatures.

To me, if the only way a dragon can be a tough combat encounter is if it stays off the combat map, and resorts to cowardly tactics, that is itself a miserable failure.

The entire complaint is this:

We want iconic monsters (and it doesn't get more iconic than dragons) to be able to land in the middle of the party, and to actually use its claws, bite, breath etc on the heroes, without having to worry about getting instakilled pathetic-style.

I'm sure there are some sneaky critters for which underhanded tactics that mostly frustrate the players are appropriate but dragons sure aren't them.

Dragons are evil. At least the iconic ones that are typical opponents. They are also geniuses (except maybe white ones), or at the very least very smart. And they are old, which means they've experienced a lot. You want, no...by your own words, demand, that DMs ignore all those things that an evil, intelligent creature would do just because you can't be bothered or you don't want to roleplay them as living smart creatures. All you want is to throw one stat block against the PCs statblock. An evil, intelligent creature is going to use any resource to it's advantage, and that includes being sneaky, being underhanded, and doing things like torching villages to lure PCs out into the open. They will do whatever it takes to win. That means a lot more than just "landing in the middle of a party and doing arena style combat."

To most of us, that's not much to ask. In fact, that's just our minimal expectation.

And like I've said multiple times before. If you insist on ignoring all of the flavor text on what motivates a dragon, how it behaves, what tactics it will use (minions, etc), and how smart it is to come up with these tactics and to plan for a party, then it's 100% on you to make those adjustments. Most of us do that. Not the game. The game literally gives you the tools on how to make dragons formidable and you're choosing to ignore them and then demand they cater to you? What incredible entitlement.

Especially cut the crap about "intelligent" foes. I'm dead tired of the notion that all a designer needs to do is to slap "Int 20" onto an otherwise uninspired mediocre stat block, and suddenly it's on the DM to make that work. I call bullcrap! :mad:

I'm assuming this is directed at me, because I've made the argument for the importance of INT. Firstly, it's a strawman. No one making the argument of why the INT stat is important has said that all designers have to do is "slap INT 20" and "suddenly it's all up to the DM". What I, and others have said, is that INT is important because it tells you how a monster might react, act, and plan for the encounter. That's probably more important than any other stat because it's the difference between being a punching bag that just sits there in the middle of combat, and one that uses the environment, other creatures around it, plans for the PCs, uses tactics, and even uses PC weaknesses against them (like torching innocent villages because PCs are heroes and will try to save the village, falling right into the dragon's trap).

Sure seems to me that you're calling "bullcrap" on roleplaying in a roleplaying game. Perhaps you should stick to tactical boardgames, because that's what you keep saying you want while adamantly refusing to actually roleplay the opponents. D&D is not that. It can be that, but you have to make the modifications yourself because that's not how the game is designed. This is not my opinion; it's right there in the DMG for how to play monsters, and why each monster entry has most of the page dedicated to flavor text. Constantly calling designers lazy, and incompetent because they aren't catering to your refusal to use these tools isn't going to fly. And you sure as heck don't speak for most gamers like you think you do. Min/maxers who ignore flavor text and roleplaying have always made up only the small minority of players. Always.
 
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SkidAce

Legend
Supporter
We want iconic monsters (and it doesn't get more iconic than dragons) to be able to land in the middle of the party, and to actually use its claws, bite, breath etc on the heroes, without having to worry about getting instakilled pathetic-style.

I can empathize with this point of view.
 

If you think only a few groups find it fun to role-play monsters and opponents as living creatures with motivations and who like to take into account the game world and environment, then you would be very, very wrong. It is a roleplaying game after all. Seriously, this is one of the more confusing things about you making comments like this. In just about every thread, for years, it's pointed out that that your playstyle is the minority, and yet you continue to assume everyone plays like you, or that your style is the default. Who is this "we" you keep talking about? Hate to break it to you, but players who prefer min/maxing and treating combat like a tactical boardgame with no actual role-playing of the opponents but instead treating them no more than statblocks is not how most people play the game. Is it a valid style? Sure. But not only is it a minority style, it literally tells you in every DMG since AD&D that the assumed style of play is for the DM to run opponents as living creatures with motivations, goals, strategy appropriate to them, and how important the world and environment around them is important.
In this case however, Zapp was responding to my post about intelligent play, in which I talked about tactics designed to deny characters the capability to use their abilities against the dragon.
Getting a few shots/swings off as the dragon swoops in to grab a party member and then being unable to catch up to it as it flies off to kill them far away without you being able to intervene to save them is going to be frustrating and unfun to most players.
Players like doing what their characters are good at, and an intelligent opponent is going to try to avoid letting an opponent apply its specialisation to them.

Some players of course are going to relish the opportunity to match tactics against an intelligent foe. Probably most players like to, but not to that extent.
 

What amazes me with the continued defense of the weak MM stats is that it relies on doing things I imagine few groups would find actually fun.
Hence the dichotomy: The MM can work when the DM plays a monster like a stupid meatsack against players with a similar grasp of tactics, both in combat, and in character optimisation.
It can also work when the DM uses cunning tactics against a party that have optimised their characters and relish the challenge of tactical problems.
It falls down however, both where the DM plays optimally but the players don't want to (they find countering the tactics unfun, and lose charaters), and where the players are optimised but the DM doesn't want to: - (The party wins too easily, making it unfun for the DM and possibly also the players.)

Most players of D&D want and expect the BBEG to stand there, daring the party members to challenge it.
Hmm. Maybe "some players". Assuming you're talking about when in combat rather than just before.

To me, if the only way a dragon can be a tough combat encounter is if it stays off the combat map, and resorts to cowardly tactics, that is itself a miserable failure.

The entire complaint is this:

We want iconic monsters (and it doesn't get more iconic than dragons) to be able to land in the middle of the party, and to actually use its claws, bite, breath etc on the heroes, without having to worry about getting instakilled pathetic-style.
That's fair enough. It might be worth sorting out a "brute" template that can be applied to an existing monster designed with intelligent tactics in mind to be able to just stand there and get beat on by an entire party for a few rounds. Lots of extra HP, additional attacks in response to party member's actions, probably buffing its saves and/or legendary resistance etc.

I'm sure there are some sneaky critters for which underhanded tactics that mostly frustrate the players are appropriate but dragons sure aren't them.

To most of us, that's not much to ask. In fact, that's just our minimal expectation.

Trying to justify the weak stats by suggesting the dragon should deny the players their big set-piece combat far from salvages the MM stats - instead it just confirms that our complaints are valid and something needs to be done.
Sitting in the middle of a party, letting them all apply their best attacks at optimal range while just rolling the basic attacks listed in a monsters statblock isn't a "big set-piece combat". Its just an exercise in statistical distribution.

We expect - nay demand - that each edition's monster design takes into account what the PHB hands out to players. If the PHB gives out ways to, say, shut down flight at mid-level, for instance, then appropriate-CR flying foes better come equipped with a counter to that, built right into their stat block. Having a dragon be helpless to the trivial strategy to immobilize it so it drops from the sky like a rock is piss-poor design.
Your demands have been heard by us and will be treated with all due endeavours.

Please don't try to hide this, let alone justify it.

Especially cut the crap about "intelligent" foes. I'm dead tired of the notion that all a designer needs to do is to slap "Int 20" onto an otherwise uninspired mediocre stat block, and suddenly it's on the DM to make that work. I call bullcrap! :mad:
Its generally assumed that a DM is of the same capability as their players in terms of tactics and optimal character/monster building. A monster built on the basis of letting a new DM handle experienced, optimising players is going to wipe out a group of new players when played by an intelligent DM. And vice versa.

But yes, it is indeed generally up to the DM to make D&D work.
 

cmad1977

Hero
I wouldn’t take seriously the input from anyone who can’t handle GWM or SS in their game.


Sent from my iPhone using Tapatalk
 

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