The other 6 are hiding up ahead with their Plant Camouflage, some 30 feet up on a ledge, ready to use their slings – using the Help action to attack in pairs, either to negate disadvantage from distance or to have better hit chance against armored targets.
Just as the title says. Assuming I have 1 chief, and n numbers of vegepygmies, how many would be a completely ridiculous number of that such that I should be ashamed as GM.
The rules in the DMG for this seem like complete garbage to me. 10 Vegepygmies would be, according them, "deadly", when the reality is that any sort of AoE spell will likely destroy most of them. Granted, my PCs don't have access to fireball, but even 20 vegepygmies would be a complete cakewalk to a 5th level party which does.
But none of that is suggested, or taken into account, by the DMG guidelines!It depends more on context than on numbers.
Let's take those 10 Vegepygmies.
Now let's say 4 of them are about to emerge from Russet Mold infecting two Medium-sized corpses with very tempting loot like a potion, a sack of gems, and either a map or key. Russet Mold is described in Volo's Guide page 196.
The other 6 are hiding up ahead with their Plant Camouflage, some 30 feet up on a ledge, ready to use their slings – using the Help action to attack in pairs, either to negate disadvantage from distance or to have better hit chance against armored targets.
The wall of the ledge itself is covered in razorvine (see DMG page 110), making climbing up a risky proposition.
Maybe the potion appears to be anti-venom, but is actually a potion of poison (a minor tweak from the DMG which has potions of poison appear as healing potions).
Not so easy anymore, is it?
And if this is a room deeper in a dungeon which the PCs are likely to encounter while their resources are depleted, it becomes more challenging.
But none of that is suggested, or taken into account, by the DMG guidelines!
So yes, the DMG guidelines are complete joke to any competent set of players (tactics, party composition etc).
The fact a DM can spend a lot of time is irrelevant. Or rather, your theory, that the guidelines sort of work given enough DM prep time, leads us down the wrong road.
The game certainly doesn't assume it. And all that work is hard.
Of course the guidelines are and should be directed towards the straightforward encounter where the DM simply plops down the enemies.
Then you and I could turn up the difficulty when we feel like it. Not because we need to for the difficulty level to be trivial.
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Don't know why you responded as you did. I wasn't saying anything for or against the DMG guidelines.
I was illustrating that there are other ways to boost challenge instead of boosting monster numbers.
It would be a book weighing a 100 pounds.