It's what the topic was, currently, after six pages of posts.
The rules of the game exist to tell us how to translate narrative structures into game mechanics. That translation is why I bought the books. That translation is what my players have signed up to play.
If your advice for handling high-level campaigns is to ignore everything about challenge ratings and experience awards, then that's not terribly useful advice to anyone who actually wants to play they game they bought. I'm not saying that it's bad advice, necessarily, but it is tantamount to giving up on using the rules in the book.
An archmage that turns into a lich when defeated that turns into an ancient black dragon when defeated that turns into a kraken when defeated that heals up to full when defeated can almost beat a nearly-full party of level 16 characters in a fight.Ok, if dragons don't fit the bill, are there -any- monsters that can go toe-to-toe with high-level PCs without resorting to skirmishing tactics?
Ok, if dragons don't fit the bill, are there -any- monsters that can go toe-to-toe with high-level PCs without resorting to skirmishing tactics?
If what you're suggesting is to nerf or remove the class abilities, spells and feats the PHB hands out, then... No thanks.
I really feel that an Advanced Monster Manual is a way simpler fix than essentially rebuilding the whole game.
You might be right, or not. It might be that the MM isn't too weak, and instead the PHB is too strong. But it is still much easier to fix things on the monster end.
Sent from my C6603 using EN World mobile app
Ok, if dragons don't fit the bill, are there -any- monsters that can go toe-to-toe with high-level PCs without resorting to skirmishing tactics?
Who has said anything about this premise? Please stop moving the goal posts by adding motives to other people's perceived complaints. Thanks.Lots of monsters fit the bill because we're not interested in creating characters for the sole purpose of dealing DPS. But, if your group is focusing on dealing damage to the exclusion of pretty much everything else, then, well, no, nothing the MM will really work by itself.
SaelornIt's what the topic was, currently, after six pages of posts.
The rules of the game exist to tell us how to translate narrative structures into game mechanics. That translation is why I bought the books. That translation is what my players have signed up to play.
If your advice for handling high-level campaigns is to ignore everything about challenge ratings and experience awards, then that's not terribly useful advice to anyone who actually wants to play they game they bought. I'm not saying that it's bad advice, necessarily, but it is tantamount to giving up on using the rules in the book.
While I don't agree to assigning motives, they aren't relevant to the goalposts. It has been established that at least one of the people with an issue here has a group whose damage output is over twice that expected for a typical party.Who has said anything about this premise? Please stop moving the goal posts by adding motives to other people's perceived complaints. Thanks.
Right. I do think that the issue is there, even for non-optimized groups. I think it's very closely connected to the related "monsters are boring bags of hp and lacks interesting abilities" complaint that frequently pops up on this and other forums. The monsters needs tricks and abilities to be able to go toe to toe with high level parties, no matter if the latter are optimized or not.While I don't agree to assigning motives, they aren't relevant to the goalposts. It has been established that at least one of the people with an issue here has a group whose damage output is over twice that expected for a typical party.
If the designers wrench up the goalposts from in front of the typical group in order to move them in from of a group of players that is over twice as capable as the norm, that is going to cause issues.
Bear in mind that while 5e was marketed as the new edition for fans of older editions, a large proportion of the playerbase are new to the hobby. The designers aimed at that demographic and gave guidance to adjust for others because they trust more experienced DMs are able to adjust to the needs of their group better than novice DMs.
I understand that decision even though it leads to a little more work for me.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.